Designed and implemented a full quest system with a dynamic quest log, branching dialogues, and meaningful narrative-driven gameplay outcomes.
A game treatment outlining Life In A Day's design pillars and core engagement loops, covering meaningful dialogues, choice-based narrative impact, and the primary, secondary and tertiary player engagement loops.
Quest design breakdown for 'Echoes of You', where Jonas enters a digital simulation to reconnect with his father, covering the quest tagline, location, theme, and four narrative beats leading to a branching resolution.
A visual flowchart mapping the quest's progression from the opening cinematic through world traversal, the father dialogue, and the two branching endings: accepting the father's fate or saving him.
Diary page quest items found across The Garden on 'The Leaving' branch, containing Nathan's journal entries on guilt, memory and fatherhood alongside Jonas' branching responses.
Character background document covering The Garden's world premise, the player Jonas Ale, his father Nathan Ale, and the hostess Elara-9, detailing each character's backstory, psychological profile, motivations and key themes.