Mythos: Dawn of Legends
From World-building to Narrative Systems Design

Goal

  1. Design and write a narrative-focused project, with iterations closely guided by veteran narrative designers
  2. Improve interactive narrative design and writing skills, processes, and format within a realistic studio production context
  3. Understanding of collaborative processes between game writing, narrative design and other disciplines
  4. Soft skills like productive disagreement, conflict resolution, and stand out in a large team setting
  5. Iterative skills like feedback gathering, analysis, and application

Overview

Linear & Branching Dialogue

Designed Quest Branching Dialogue

Tested with a playable prototype
Designed Quest Choice Hub
Designed Quest Choice Hub

Designed a dynamic branching dialogue system that gives players multiple choices to influence the outcome of a scene. The dialogue responds to the players choices and actions and creates new interactions in real-time gameplay settings.

Branching dialogue design considerations included:

  • Choice HUBS — to provide a player a choice between polar opposite interactions
  • Variable Checks — to tailor current gameplay depending on player’s previous choices.

 

Designed a visual to the branching dialogue system that:

  • Outlines player dialogue routes
  • Provides conditional dialogue that is triggered by timing such as late quest initiation
  • Showcases dialogue responses based on player’s actions
  • Supports narrative flow and the impact of player choice

Linear Dialog

Designed an engaging linear dialogue of an introductory quest series presenting foundational mechanics: use of the Armory facility, battle, healing.

Focus on character interaction and lore allows the player to get fully immersed and acquire the first impression of the setting, the main goals and conflicts the player will face in the rest of the game.

Dialogue is designed to portray the dramatic tension of the story giving an accurate feel of the gravity of the events that are unfolding in the story of the game.

Character Design & Barks

Player Character
Field Strategist: Dio

Design
Weapons
Barks
Attacks

I designed Dionysius (Dio) as the main playable character a compelling character with unique backstory, motivations and growth arcs that resonate with the player through the game.

  • As the Field Strategist, Dio’s involvement in the conflict is direct and provides unique perspectives for the development of the game story, as well as unique approaches to the battles and conflicts that transpire.
  • The aesthetic of Dio’s design and weaponry portrays a dynamic but practical style, that reflects his personality and the Order’s theme.
  • Dio’s background provides motivation for protecting his bonds with his teammates and the Order, while his ideals clash him with the objectives of the Order. Creating personal conflict to the story and unpredictable turn of events.

Ally NPC:
Sharpshooter: Theo

Design
Weapons
Barks
Attacks

Theodora was created as the cool stoic character of the team; a marksman focused on honing her craft. She’s designed to avoid stereotypical tropes of female characters, such as being sexualized, weak of character, air headed or validation seeking.

  • Inspired by iconic female characters such as Ripley and Corporal Ferro from the Aliens movie, and Ana from Overwatch. Theo is confident in her skills and used to be recognized by it, she’s targeting the appeal of female players mainly.
  • Her design favors mobility, stealth and easy handling of her arsenal. Showing her commitment to her role. Her appearance is not sexy, cute or overly fashionable, as it doesn’t follow her personality.
  • Her arsenal and tools are designed for long range combat and support.

Enemy NPC: Merlin

Design
Weapons
Barks
Attacks

Merlin was designed as the character that anchors the player in the myths of the game. To help the player adapt to this world, I borrowed and adapted common real-world stories from Merlin of the King Arthur legend into the character lore.

  • The character was designed to have recognizable features of the most popular characterizations of Merlin in other media but adding certain aspects that make him strange and unsettling (example the child like cat eyes and the big hairy naked feet).
  • Merlin is one of the antagonists but is not a “bad guy”, which is something that emphasizes the theme of the game, that is that “fear is the unknown and we fight the unknown due to fear”.
  • Merlin moveset was drafted on paper, due to the behaviors that the wand has during the spells. This is because his personality is reflected in the movements of his flying wand during the casting of the spells, so it was important to portray its uniqueness clearly.

Storyboarding & Trailer Script Writing

I designed a storyboard to convey shots for the opening/trailer cutscene for the title

  • Described shots with specific camera angles and locations for shots
  • Provided shots with accompanying images to assist designers along with action descriptions
  • Additionally provided text to that describes in-game lore and details the overarching story

Voice Over Documentation

I worked on localization notes and the Spanish transcription, I did the actor casting and voice over docs.

Objectives:

  • Organization though the master script and voice actor casting sheets.
  • Refine each character’s information for casting. 
  • Provide voice acting notes for actors. 

Worldbuilding

(↓ Hover on the tooltips to view the building designs)
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Fleshed Out The Locations for The Map

Designed the (LOCATION)'s Cartography

I designed this map to highlight key mission locations and is designed to reflect Arthurian legends by referencing real-world geography tied to the myth:

  • Arthurian Research – Real-world sites like Camelot and Merlin’s Cave inspired mission locations.
  • Lore Coherence – Puzzlewood Forest houses mystical creatures due to its folkloric ties.
  • Multiple Camelots – Three possible Camelot locations reflect real-world claims. Designed so that players conquer two false sites (each with a Round Table Knight) before finding the real one.
  • Player Stronghold – Set in the largest cave system to support the fantasy of a large stronghold hidden in a cave.
  • Map Simplification – Non-essential geography removed to keep focus on key areas. All the places included in the map are located in geographical points of relevancy.
  • Biomes – Diversity of biomes and architecture based on the environments of real England, this research included the creation of moodboards.

Genre and Content Research

I develop an intriguing and engaging premise for the game, and designed the overarching story and lore of the game with a cohesive and engaging world that players can explore, interact with and discover through in-game lore, dialogue and events.

 

For this I researched several high grossing media including movies, comics, video games and music. And carefully crafted an universe where popular legends and fantasy from the real world took place and had a direct involvement in the game world.

 

This World Lore Summary served several purposes:

  • Precisely show the uniqueness and engagement of the premise.
  • Stay within the confines of the genre.
  • Enhance player accessibility and immersion.
  • Pinpoint the strengths and opportunities of the concept.
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