Other Game Writing
- Team Size: Led a team of 4
- Developers: Crazy Labs, Razor Edge Games, Myself
- Genres: Text Adventure
- Platforms: PC, Mobile
- Engine & Tools: Twine, Miro, Arcweave
- Contribution: Branching dialogue, Branching quests
Designed a branching dialogue that gives players multiple choices to influence the quest’s progression. The choices impact the NPC’s responses, affect the player’s reputation, and change the course of the story.
Context:
Eden Falling is a survival RPG developed by Razor Edge Games. It is set in a post-apocalyptic world after a meteor brought a contagious fungal disease upon Earth. The fungus twists the planet’s life into feral monsters that follow three goals: hunt, contaminate, and reproduce.
My Responsibilities:
Apart from writing, I also lead a team of 4 writers and curated their work on lore and worldbuilding.
Tool/Engine: Twine
Designed a branching dialogue system that gives players multiple choices to influence the outcome of a scene. The choices impact the NPC’s responses.
Context:
Golden Touch is a D&D-style branching dialogue, not affiliated with any project. It’s inspired by the legend of King Midas, who turned anything he touched into gold.
Tool/Engine: Twine
Considerations:
- Choice Hubs – to provide a player with 3 different choices per interaction on average.
- Variable Checks – to tailor the availability of certain options depending on previous choices.
Player Reviews
Branching Dialogue
Designed a branching dialogue system that gives players multiple choices. Most choices are informational and don’t affect the gameplay, except for the choice at the end of each scenario.
Context:
Judge 3D is a narrative-driven hyper-casual game by Crazy Labs. You play as a judge to bring your verdict based on the information presented to you. The accused will attempt to lie, bribe, and even threaten you.
My Responsibilities:
Wrote up 11 trial cases (scenarios) with different characters and stories for premium content.
Tool/Engine: Arcweave
Designed a branching dialogue system that gives players multiple choices to influence the outcome of a scene. The choices impact the NPC’s responses and actions. Some choices open up additional options.
Context:
The Lonely Odyssey is a text-based narrative with a non-linear story game made on Twine. It was developed during the Narrative Game Jam, in 48 hours, on behalf of the Online School by Alla Dovhalyuk. The Lonely Odyssey made it to the 1st place 🙂
My Responsibilities:
I laid out the non-linear story, then wrote and edited some of the dialogue and descriptions.
Tool/Engine: Twine




















