The End Of It All

The End Of It All

Role

Narrative Designer, System Designer

Narrative/System Designer

Engine

Unreal Engine 4.2

Duration

6 months

Team Size

22 People

Platforms

overview

Investigate. Exploit. Convert. The ENd of it All is an isometric adventure game in which players must expand the ranks of an eldritch cult.

Investigate. Exploit. Convert. The ENd of it All is an isometric adventure game in which players must expand the ranks of an eldritch cult.
Investigate. Exploit. Convert. The ENd of it All is an isometric adventure game in which players must expand the ranks of an eldritch cult.

Investigate. Exploit. Convert. The ENd of it All is an isometric adventure game in which players must expand the ranks of an eldritch cult.

Investigate. Exploit. Convert. The ENd of it All is an isometric adventure game in which players must expand the ranks of an eldritch cult.
Investigate. Exploit. Convert. The ENd of it All is an isometric adventure game in which players must expand the ranks of an eldritch cult.

Trailer

Prototyping

Prototyping

Prototyping

I came onto this project after it was done with its prototyping stage. It had a very strong base which you can see here in this trailer. 

What I really liked about the prototype is how open ended it was and the number of conversations you could have even when it was limited to just 3 people in the store.  I was deeply impressed by the relationship system integrated into the game, seeing immense potential for its future development. 

I came onto this project after it was done with its prototyping stage. It had a very strong base which you can see here in this trailer. 

What I really liked about the prototype is how open ended it was and the number of conversations you could have even when it was limited to just 3 people in the store.  I was deeply impressed by the relationship system integrated into the game, seeing immense potential for its future development. 

I came onto this project after it was done with its prototyping stage. It had a very strong base which you can see here in this trailer. 

What I really liked about the prototype is how open ended it was and the number of conversations you could have even when it was limited to just 3 people in the store. 

I was deeply impressed by the relationship system integrated into the game, seeing immense potential for its future development. 

Major Contributions

Major Contributions

Major Contributions

Insanity System- System Design

Insanity System- System Design

Insanity System- System Design

During playtests and internal discussions, it was obvious that the game didn't have any sense of challenge or progression.

I wanted to come up with a new system that made the game have stakes and made the players engage with the game deeper.

That meant coming up with a system that answered 3 questions.

  1. How to stop players from just spamming dialogue choices?

  2. Does the system make players engage more with the relationships between characters?

  3. How do we make sure the system makes sense with the game?


During playtests and internal discussions, it was obvious that the game didn't have any sense of challenge or progression.

I wanted to come up with a new system that made the game have stakes and made the players engage with the game deeper.

That meant coming up with a system that answered 3 questions.

  1. How to stop players from just spamming dialogue choices?

  2. Does the system make players engage more with the relationships between characters?

  3. How do we make sure the system makes sense with the game?


During playtests and internal discussions, it was obvious that the game didn't have any sense of challenge or progression.
I wanted to come up with a new system that made the game have stakes and made the players engage with the game deeper.
That meant coming up with a system that answered 3 questions.
  1. How to stop players from just spamming dialogue choices?
  2. Does the system make players engage more with the relationships between characters?
  3. How do we make sure the system makes sense with the game?

The Insanity System

I mean it's so obvious! A Lovecraftian inspired way without insanity felt almost sacrilegious, but…… HOW DOES IT WORK?

every CHARACTER HAS A STARTING INSANITY AND MUST REACH A MINIMUM INSANITY AND BELIEF IN ORDER TO BE CONVERTED TO THE CULT.

insanity LETS CHARACTERS DO MORE OUTLANDISH THINGS. it MAKES THEM BETTER AT CONVERTING PEOPLE, BUT IF THEY GO TOO INSANE…..

all 3 of these questions were answered with just one system.


The Insanity System

I mean it's so obvious! A Lovecraftian inspired way without insanity felt almost sacreligious, but…… HOW DOES IT WORK?


EVERY CHARACTER HAS A STARTING INSANITY AND MUST REACH A MINIMUM INSANITY AND BELIEF IN ORDER TO BE CONVERTED TO THE CULT.

INSANITY LETS CHARACTERS DO MORE OUTLANDISH THINGS. IT MAKES THEM BETTER AT CONVERTING PEOPLE, BUT IF THEY GO TOO INSANE…..

THEY DIE!

all 3 of these questions were answered with just one system.


The Insanity System

I mean it's so obvious! A Lovecraftian inspired way without insanity felt almost sacreligious, but…… HOW DOES IT WORK?
every CHARACTER HAS A STARTING INSANITY AND MUST REACH A MINIMUM INSANITY AND BELIEF IN ORDER TO BE CONVERTED TO THE CULT.
insanity LETS CHARACTERS DO MORE OUTLANDISH THINGS. iT MAKES THEM BETTER AT CONVERTING PEOPLE, BUT IF THEY GO TOO INSANE…..

THEY DIE!

tHEY dIE!

all 3 of these questions were answered with just one system.


The Insanity System

I mean it's so obvious! A Lovecraftian inspired way without insanity felt almost sacreligious, but HOW DOES IT WORK?


EVERY CHARACTER HAS A STARTING INSANITY AND MUST REACH A MINIMUM INSANITY AND BELIEF IN ORDER TO BE CONVERTED TO THE CULT.

INSANITY LETS CHARACTERS DO MORE OUTLANDISH THINGS. IT MAKES THEM BETTER AT CONVERTING PEOPLE, BUT IF THEY GO TOO INSANE..

THEY DIE!

all 3 of these questions were answered with just one system.


The Insanity System

I mean it's so obvious! A Lovecraftian inspired way without insanity felt almost sacreligious, but HOW DOES IT WORK?
every CHARACTER HAS A STARTING INSANITY AND MUST REACH A MINIMUM INSANITY AND BELIEF IN ORDER TO BE CONVERTED TO THE CULT.
insanity LETS CHARACTERS DO MORE OUTLANDISH THINGS. iT MAKES THEM BETTER AT CONVERTING PEOPLE, BUT IF THEY GO TOO INSANE..

THEY DIE!

iNSANITY FIT WELL WITH THE ESTABLISHED RELATIONSHIP SYSTEM DUE TO THIS AS WELL. bY DYING YOU LOSE OUT ON EXPLOITING CHARCATER RELATIONSHIPS THUS MAKING CONVERTING OTHERS A HARDER ISSUE.

tHIS CHANGE FORCES PLAYERS AWAY FROM THE SPAMMING DIALOGUE GAMEPLAY LOOP AND MAKES THEM THINK CAREFULLY ABOUT INTERACTIONS AND REMEMBER CHARCATER RELATIONSHIPS AND MOTIVATIONS BETTER.

tHIS ADDS CHALLENEGE WITHOUT HAVING TO GIVE UP ON THAT CENTRAL GAMEPLAY THAT PEOPLE HAD LIKED.

iNSANITY FIT WELL WITH THE ESTABLISHED RELATIONSHIP SYSTEM DUE TO THIS AS WELL. bY DYING YOU LOSE OUT ON EXPLOITING CHARCATER RELATIONSHIPS THUS MAKING CONVERTING OTHERS A HARDER ISSUE.


tHIS CHANGE FORCES PLAYERS AWAY FROM THE SPAMMING DIALOGUE GAMEPLAY LOOP AND MAKES THEM THINK CAREFULLY ABOUT INTERACTIONS AND REMEMBER CHARCATER RELATIONSHIPS AND MOTIVATIONS BETTER.

tHIS ADDS CHALLENEGE WITHOUT HAVING TO GIVE UP ON THAT CENTRAL GAMEPLAY THAT PEOPLE HAD LIKED.

iNSANITY FIT WELL WITH THE ESTABLISHED RELATIONSHIP SYSTEM DUE TO THIS AS WELL. bY DYING YOU LOSE OUT ON EXPLOITING CHARCATER RELATIONSHIPS THUS MAKING CONVERTING OTHERS A HARDER ISSUE.

tHIS CHANGE FORCES PLAYERS AWAY FROM THE SPAMMING DIALOGUE GAMEPLAY LOOP AND MAKES THEM THINK CAREFULLY ABOUT INTERACTIONS AND REMEMBER CHARCATER RELATIONSHIPS AND MOTIVATIONS BETTER.

tHIS ADDS CHALLENEGE WITHOUT HAVING TO GIVE UP ON THAT CENTRAL GAMEPLAY THAT PEOPLE HAD LIKED.

cHANGE THE wORLD!

cHANGE THE wORLD!

cHAnGE THE wORLD IS A SYSTEM THAT CAME UP ALONG WITH THE INSANITY SYSTEM AND THEY BOTH WORK HAND IN HAND.

cHNAGE THE WORLD ALLOWS FOR A MORE VISUAL CHANGE TO THE WORLD MAKING PLAYERS FEEL LIKE THIER DECISIONS MATTER.

IT ALSO HELPS PROMOTE REPLAYING AND TRYING DIFFERENT PATHS TO SEE NEW WAYS OF INFLUENCING THE ENVIRONMENT AROUND THEM.

cHAnGE THE wORLD IS A SYSTEM THAT CAME UP ALONG WITH THE INSANITY SYSTEM AND THEY BOTH WORK HAND IN HAND.

cHNAGE THE WORLD ALLOWS FOR A MORE VISUAL CHANGE TO THE WORLD MAKING PLAYERS FEEL LIKE THIER DECISIONS MATTER.

IT ALSO HELPS PROMOTE REPLAYING AND TRYING DIFFERENT PATHS TO SEE NEW WAYS OF INFLUENCING THE ENVIRONMENT AROUND THEM.

Narrative Design

If we wanted the relationship system to WORK, we needed to have dynamic characters that players would care for.

I was tasked with creating a web of interactions between all the charcaters we had designed, so i made some requirements that all characaters needed to have in order to be viable for the game.

Characters should Have:

  1. Personality

  2. Friends

  3. Enemies

  4. Characters similar in media

If we wanted the relationship system to WORK, we needed to have dynamic characters that players would care for.
I was tasked with creating a web of interactions between all the charcaters we had designed, so i made some requirements that all characaters needed to have in order to be viable for the game.
Characters should Have:
  1. Personality
  2. Friends
  3. Enemies
  4. Characters similar in media

Due to my work on the initial work on the book of NPC's, I also helped make the relationship chart.

 Now while the chart does look easy, I had to think a lot about the various kind of interactions and see which personalities would gel well with each other and what kind of interesting stories could be told between them. 


Due to my work on the initial work on the book of NPC's, I also helped make the relationship chart.

 Now while the chart does look easy, I had to think a lot about the various kind of interactions and see which personalities would gel well with each other and what kind of interesting stories could be told between them. 


Now that I had the characters we were going to use and their locations I wanted to create a guide for how these characters could be converted. Ways of converting were divided into three distinct categories of Relationship, Enviromental Interactions, and Item Delivery. 

Went through the levels and characters and came up with unique ways to convert all characters based on locations, relationships, and personality of said characters. It also has breakdowns of how much Insanity/Corruption Points it would take to do each action

Now that I had the characters we were going to use and their locations I wanted to create a guide for how these characters could be converted. Ways of converting were divided into three distinct categories of Relationship, Enviromental Interactions, and Item Delivery. 

Went through the levels and characters and came up with unique ways to convert all characters based on locations, relationships, and personality of said characters. It also has breakdowns of how much Insanity/Corruption Points it would take to do each action

Due to how dialogue intensive the game was I also got a chance to do a lot of dialogue writing present in the game. 

Dialogue was a bit of a struggle to find out, how to show it off. We tried using excel sheets, word documents, and more, but we eventually came across Workflowy. 

Workflowy which could let us do branching dialogues and break up conversations between people if they were converted or not in an easy simple to parse way, which made implementation for the Engineers much easier as well.

I was responsible for most of Amelia's interactions and some of Dean's as well. 

Due to how dialogue intensive the game was I also got a chance to do a lot of dialogue writing present in the game. 

Dialogue was a bit of a struggle to find out, how to show it off. We tried using excel sheets, word documents, and more, but we eventually came across Workflowy. 

Workflowy which could let us do branching dialogues and break up conversations between people if they were converted or not in an easy simple to parse way, which made implementation for the Engineers much easier as well.

I was responsible for most of Amelia's interactions and some of Dean's as well. 

Due to how dialogue intensive the game was I also got a chance to do a lot of dialogue writing present in the game. 

Dialogue was a bit of a struggle to find out, how to show it off. We tried using excel sheets, word documents, and more, but we eventually came across Workflowy. 

Workflowy which could let us do branching dialogues and break up conversations between people if they were converted or not in an easy simple to parse way, which made implementation for the Engineers much easier as well.

I was responsible for most of Amelia's interactions and some of Dean's as well. 

Screenshots

Platforms

Steam

Role

Narrative/System Designer

Duration

6 Months

Team Size

22 People

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