Developed during a three-week narrative design sprint with Kim Macaskill and Into Games. The brief: create a game narrative with character development, dialogue systems and cinematic sequences.
The story: Tarmouth has been hit by unexplained eruptions of violence. Max is 15 and tends to keep to herself. She starts watching people around town, trying to work out what's happening. At first it's just typical small-town drama and secrets, but the more she looks into it, the stranger things become. Eventually she realises the violence isn't coming from the residents at all but from something else: shadowy figures connected to Tarmouth's industrial past, manifesting as aggressive psychic disturbances.
I created character bios, dialogue samples, mission triggers and cinematic scripts. This was a great opportunity to learn game narrative structure and collaborate with designers and artists.