

Before specializing in the narration part, I participated with the other GameDesigners in the design of the game.
This project was initiated by a Game Artist (Laurène Bonnet) and was basically an artistic direction. A lot of concepts had to be done to find a satisfactory direction because of the lack of gameplay of the initial proposal.
An emphasis on storytelling and "feel good" was decided, following the wishes of the vision owner.
This is where the musical note and emotion system was designed.

The music system is intimately linked to the narration. In order to renew the narrative experience, we wanted to use emotions as a vector of story and music as a vector of narration.
This is how the Plutchik system fits into our project.
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The goal of the game is to play the piece of music linked to one of the emotions that the character feels to amplify it and influence the dialogues and relationships between characters. If the character feels fear and sadness in their dialogue, then the player chooses the melody of fear or sadness, which will define a specific dialogue.

Identify signs of emotion during dialogues


This mechanism of music and emotion directly impacts the narrative system of the game and supports it. However, it is the Narrative system that will really carry the game.
It is from there that I leave my role of GD for that of Narrative designer.