A narrative designer’s journey and afterthought.
A Self-driven Contemplative Narrative
Finding the right design to deliver the story while engaging the player to explore the world was a daunting task for me as a first-time narrative designer.
This being my first rodeo, and the fact that I joined it at a stage where everything was already moving into production means I can’t give you a beautiful story about how we managed to get to the design that we shipped with. However, I can share with you the key concepts that we stuck to and never gave up on that led us to this result.
The image above sums up the narrative design goals derived from the game’s core pillars. We wanted Season to be a chill experience that respected the player. We wanted the player to experience the game in their own way at their own pace. And that is a lot more difficult than it sounds.
I found this part of the process very important to share, as it shows the kind of designer I am. I like to design for a specific vision. I feel that with consistency comes a unified experience.
Worldbuilding
As the early concept above shows, a big part of Season focused on exploring a world mostly unknown to the player. And for that to work, we needed an interesting world to learn about. A huge chunk of my time on the project was dedicated to building this world in a consistent manner, so it’d feel almost like a puzzle for the players to solve if they so wanted. We have achieved this to a certain extent, and I can’t wait to explore this area even more.