# Narrative Design

## Story Link

#### [Inkitt Link](https://www.inkitt.com/_Shiva_)

## Narrative Design Concept - Cozy narrative adventure

### Lanterns between worlds

### [Narrative Design Document](https://docs.google.com/document/d/1GTIR2mBGKMSB9WRBRRb9eh4osWR_xgVIysgBa7_pjhA/edit?usp=sharing)

<details>

<summary>Key features of Lanterns between worlds</summary>

* Whimsical Setting: A sprawling, magical country characterized by floating lantern-trams, rain-soaked spirit markets, and a "cozy-lived-in" atmosphere.

* Accidental Partnership: A narrative driven by the bond between Alai, a misplaced spirit, and Mira, a novice witch struggling with her magic.

* The "Little Wonders" Mechanic: A diegetic scrapbook system where players collect context-heavy environmental keepsakes—such as old train tickets or dried flowers—instead of traditional currency.

* Ludo-Narrative Journaling: An interactive journaling loop where Alai’s written reflections on collected items visually track his emotional transition from feeling lost to finding belonging.

* Environmental "Echoes": Sensory triggers and ambient "micro-stories" that allow players to uncover world history and lore naturally through exploration without long lore-books.

* Emotional Affinity System: A hidden system that evolves character dynamics through subtle changes in idle animations and the warmth of campfire dialogues.

* Non-Combat Discovery: A "slow-play" philosophy that rewards curiosity and observation over traditional conflict, emphasizing the beauty of the journey over the destination.

</details>

## Narrative Design Concept - Psychological thriller

### HUSK - A concept

#### [Narrative Design Document](https://docs.google.com/document/d/1r_W_Pxppe1mSIox7AKIEMtFBBDt_mChXB7HRR_IPgbM/edit?usp=sharing)

<details>

<summary>Key features of HUSK</summary>

* **Unfolding Identity Narrative**: Players begin with no memory of who they are and gradually uncover their role as a therapy agent lost inside a mindscape.
* **Fear-Based World Design**: Each environment is shaped by a specific fear or trauma, with surreal, kaleidoscopic visuals that evolve based on emotional intensity.
* **Metaphorical Choice System**: Players make emotionally loaded choices through vague, poetic questions that determine the nature and strength of manifested fears.
* **Dual-Form Combat**:
  * *Physical*: Fight grotesque or symbolic fear entities using manifested weapons drawn from the protagonist's memories.
  * *Verbal/Emotional*: Some confrontations occur through unsettling dialogues where the player’s responses shape the battle’s outcome.
* **Evolving Companion Voice**: A central voice guides, mocks, and challenges the player — starting as ambiguous and taunting, and gradually revealing deeper truths.
* **Player-Curated Fear Encounters**: The player's own narrative choices influence which fears arise and how difficult they become, creating a unique emotional profile for each player.
* **Self-Therapy as Progression**: Progress is tied to uncovering personal memory fragments and reconciling inner trauma, not just defeating external enemies.
* **Symbolic Weapon Manifestation**: Players don’t collect weapons; they create them from emotionally significant memories and objects

</details>

## Narrative Design Concept - Company Test

### The Sunken City of Rakshasa Empire - A concept

#### [Narrative Design Document](https://docs.google.com/document/d/1nlY5s7w7Dl0PudnR1ARxs7v4w91PPzHcI_LbR_pLvQs/edit?usp=sharing)

<details>

<summary>This project was made for a company as a level and narrarive design test (Expand for more)</summary>

The concept for this level revolves around the protagonist Ashoka, who stumbles upon the ancient sunken city and learns through exploration about the truth of his empire, ancestors and of course the sunken city.  Please view the design document for details.

Key features:

* **Ancient Empire:** The sunken city once thrived under the rule of Lord Varuna, now buried beneath the sea after he was defeated by Yamaraa, the Rakshasa.
* **Mystical Curse:** The war led to the empire's downfall, leaving the city cursed and submerged.
* **Environmental Storytelling:** Ruins, submerged structures, and remnants of the past tell the tragic tale of the empire's rise and fall.
* **Moral Choices:** The player’s decisions shape the fate of the city—will they restore its power or ensure its final destruction?
* **Interactive Puzzles:** Magical and environmental puzzles require the player to use powers to progress through the ruins.
* **Layered Narratives:** Multiple layers of truth are uncovered, with unreliable sources and shifting perspectives revealing new facets of the empire’s fall.

</details>

## Level Narrative Design Concept - A Fractured Mirror (Concept)

#### [Narrative Design Document](https://docs.google.com/document/d/15sPv3R9B8m_KQczs-XNxR4Sp12LY0-aIplvTuEzheaA/edit?usp=sharing)

<details>

<summary>Key features of the design (Expand for more)</summary>

* **Compelling Core Conflict:** Son of a cultist seeks revenge by resurrecting his father, unaware of the horrific truth.
* **Psychological Descent:** The catacombs serve as a literal and metaphorical journey into the protagonist's fractured psyche.
* **Moral Dilemmas & Choices:** Player agency shapes the protagonist's morality and the ultimate outcome of his quest.
* **Manifestation of Inner Turmoil:** The "Sane Self" offers a unique representation of the protagonist's internal conflict.
* **Environmental Storytelling:** The shifting and distorted catacombs mirror the protagonist's deteriorating mental state.
* **Multiple Endings:** Player choices throughout the game lead to varied and impactful conclusions.
* **AAA Structure & Detail:** Demonstrates a comprehensive understanding of narrative design principles and documentation.

</details>


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