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NARRATIVE DESIGN & SCRIPT SAMPLES
From an early age, narrative and world building were a passion of mine, driving me to construct a variety of stories, scripts and concepts over the years.
As an avid Dungeons and Dragons player I have spent years sculpting Worlds, Characters and Stories for my players to engage with, learning valuable lessons about design and narratie integration with mechanical systems along the way.
Across my various roles I have worked on Narrative Murder Mysteries, Relationship Systems and Stories for Simulation Games, and plot driven titles for the Platformer, Horror and Fantasy Genres.
Whilst my primary areas of writing are in Horror and Dark Fiction, I pride myself on being able to write for a variety of genres, carrying a unique style and ingenuity to everything I pen. Below are some samples of my Narrative work over the past few years.
Riveton Tourism Board Introduction
Time and Tonics
What Lies Eternal
Dungeons and Dragons was one of my first true experiences in both Game Design and Narrative Design, and I have spent years creating pen and paper systems, developing engaging stories and designing missions for players as a Dungeon Master.
Recently I have begun a dual campaign taking place within the same Homebrew Region, the Steampunk Metropolis of Riveton. With one group playing as the high level sinister council of the city (What Lies Eternal), and another playing a group of low-level adventurers (Time and Tonics), I plan to gradually bring them into conflict as their stories unfold, eventually pitting both groups against each other for control of the city.
One of the first pieces of media I created for this campaign was the Riveton Tourism Boards introductory message (as seen above). While controversial, the advent of AI Generated Imagery has allowed me to deliver visual aids that would have previously been impossible for me to develop, and I was able to match my script (and questionable VO), to a slideshow illustrating the visual aesthetic of Riveton. To supplement the Theatre of the Mind, I will combine additional AI Imagery with the use of tools like Talespire to help bring Riveton to life for Players and Readers.
Over the course of this campaign I will document new systems, story beats and events that I develop for each into devlogs accessible through the above campaign portals to keep a record of what worked, and what didn't, and I hope you enjoy following in this journey with me.
Witchcraft and Wizardry is geo-location based Detective game for mobile platforms that utilises a combination of puzzles, virtual node based witnesses, and devious clues to allow players to solve a burgeoning mystery in their own home town! Themed around a fantastic land of dark prophecies and brilliant sorcery, Witchcraft and Wizardry sees players take on the role of an investigator trying to stop the summoning of an apocalyptic fire elemental, grilling the local magical community for leads and information to find the culprit, and stop their heinous plan.
Witchcraft and Wizardry Introduction
Cedric Serantor Character Statement
For the Captive Audience project I knew a large amount of narrative work would be required to make the project engaging and immersive.
This culminated in the creation of 29 pages of script, and around 500 lines of dialogue across the project. This dialogue was then recorded in a professional studio environment by actors recruited during the games production.
Below you can listen to the complete dialogues for Days 1-4, as well as the final scene of the game. Whilst this does not include the item interaction dialogues, and all the small clips in between larger chunks of speech, it gives a good sense of the scope of the project, as well as its narrative arc.
RELIC was designed as a Metroidvania style prototype to illustrate mission design as part of the MA Games Design course at Teesside University.
For this project I designed and scripted a linear narrative with minor deviations to provide the game-play experience with character development and narrative progression that could work in tandem with the groups mission layout. This culminated in around 25 pages of script, fully voice acted by professionals that was then implemented accordingly.
Below you listen to the full narrative experience of RELIC, and journey through it's Sci-Fi world with Rel-La and Alpha-32.
Yule Be Sorry:
A Christmas Choose Your Own Adventure Game
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