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Narrative Design
My narrative design experience stems from my project, Trewel Towers where I authored the narrative design doc using Milanote. I use it to manage story interaction through player motion, audio, UI, and environment.
![Screenshot 2023-02-02 140659.png](https://static.wixstatic.com/media/49a6cf_a05463463ab8494e891d2691c45c7c21~mv2.png/v1/crop/x_0,y_2,w_587,h_628/fill/w_306,h_327,al_c,q_85,usm_0.66_1.00_0.01,enc_auto/Screenshot%202023-02-02%20140659.png)
This first example displays how I interwove the story into the objects found in the game world, such as the wanted board. This allows the player to organically keep track of enemies.
![ND3.png](https://static.wixstatic.com/media/49a6cf_cfc32b348c8f4e46b2923ab21969c531~mv2.png/v1/crop/x_0,y_89,w_555,h_593/fill/w_306,h_327,al_c,q_85,usm_0.66_1.00_0.01,enc_auto/ND3.png)
This example demonstrates how we kept the UI organic and story driven, we chose a magical artifact on the player's wrist to capitalize on VR's unique perspective.
![ND 2.png](https://static.wixstatic.com/media/49a6cf_efff8182594c4967bd0e3013e3b7caf9~mv2.png/v1/fill/w_268,h_327,al_c,q_85,usm_0.66_1.00_0.01,enc_auto/ND%202.png)
Here I decided and explained that the audio being played during the level should convey a heroic feeling to the player so they would feel immersed in the story they are experiencing.
You may find the full Trewel Towers narrative doc here.