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BF6-OpenBeta-ICYMI-Spotlight-XL-3x1__1__edited.jpg

FORSAKEN AWAKENING

Timeline

Three weeks

Team size

Three developers

Responsibility

Cinematography, Writing,

Narrative Design, UI/UX Design, Voice Design

Engine

Unreal Engine

Screenshot 2024-03-14 100601_edited.jpg
HighresScreenshot00007.png
HighresScreenshot00013.png

OVERVIEW

And why it was made.

Forsaken Awakening is a third-person narrative adventure with a strong emphasis on environmental storytelling and immersion. I created the game's story, including its characters and dialogue, oversaw cinematography and cutscenes, directed and implemented dialogue and sound, designed narrative systems — like pick-up notes — and a dialogue system with reactive subtitles. ​

My objective was to get familiar with the Unreal Engine. I set myself a challenge to focus on storytelling taking inspiration from titles like God of War (2018), God of War: Ragnarok and Uncharted 4. I wanted to see if I am able to create believable characters and their interactions through use of a sentient mask. The dynamic combines that of Kratos and Mimir together Nathan and Sam.

Gallery  |  10 developmental images

NARRATIVE

Breakdown.

I created a Nordic fantastical world with two main characters; a human and an enchanted Mask. Taking inspiration from games like God of War, I took an example of Mimir who  serves as a guide for exposition, and facilitates varied interactions and reactions to the player's actions and incorporated that into the enchanted Mask.

 

I focused on crafting witty and sometimes even snarky interactions between the two characters after Uncharted 4, trying to resemble the dynamic between Sam and Nathan, and to achieve that I blended buddy comedy with a more serious undertone. To record the voice lines I used ElevenLabs. This form of a project allowed for broad experimentation with different camera systems available in Unreal Engine and timelines.

Forsaken Awakening  |  Gameplay highlights

  • I made a data table-based dialogue system and crafted a reusable UI widget for subtitles to ensure consistency across the game's interactions.

  • For added depth, I wrote pick-up notes and letters that revealed key exposition elements.

Gallery  |  Dialogue, UI and notes

  • In shaping the interactions between two main characters, I built a dynamic relationship between them and developed the overarching narrative.

  • To ensure all narrative systems functioned smoothly, I designed a "narrative gym" that allowed for thorough testing and refinement of the tools.

  • I wrote, structured, recorded and implemented all dialogue.

Gallery  |  Narrative gym and documentation

  • I designed the main menu cinematic with both functionality and storytelling in mind, setting the tone for the player's experience from the start.

Main menu - (audio on!)

  • To create cinematic moments, I carefully planned the composition and framing of scripted events to enhance immersion.

Forsaken Awakening  |  Cinematography highlights

REFLECTION

For future reference.

Taking a first proper shot at Narrative Design I found it to be an interesting and challenging process to write believable dialogue which not only is to stay true to the characters but also is to present contrast between characters interactions; reacting to serious moments as well as for comedic purposes. ​Using AI voices is a useful placeholder which could convey the idea easier.

It also serves as a good practice to grasp how to guide actors through the role to achieve a true to character outcome. Close collaboration with level designer is crucial in order to convey certain emotions or be able to highlight and emphasise story pieces and or environmental storytelling.

TAKEAWAYS

Almost done.

  • Craft more modular dialogue systems for easier reuse purpose.

  • Make better use of the sequencer tool which would allow for smoother scripted events to unravel.

  • Documentation is key when designing a story and to keep track of it. Using in-game screenshots is useful to plan for story bits and pacing but having storyboards and concept would be just as helpful if not more for it could provide ideas to the level designer beforehand.

Screenshot 2024-03-30 155451.png
HighresScreenshot00001.png
HighresScreenshot00005.png
BF6-OpenBeta-ICYMI-Spotlight-XL-3x1__1__edited.jpg

FORSAKEN AWAKENING

Timeline

Three weeks

Team size

Three developers

Responsibility

Cinematography, Writing,

Narrative Design, UI/UX Design, Voice Design

Engine

Unreal Engine

Screenshot 2024-03-14 100601_edited.jpg

OVERVIEW

And why it was made.

Forsaken Awakening is a third-person narrative adventure with a strong emphasis on environmental storytelling and immersion. I created the game's story, including its characters and dialogue, oversaw cinematography and cutscenes, directed and implemented dialogue and sound, designed narrative systems — like pick-up notes — and a dialogue system with reactive subtitles. ​

My objective was to get familiar with the Unreal Engine. I set myself a challenge to focus on storytelling taking inspiration from titles like God of War (2018), God of War: Ragnarok and Uncharted 4. I wanted to see if I am able to create believable characters and their interactions through use of a sentient mask. The dynamic combines that of Kratos and Mimir together Nathan and Sam.

Gallery  |  10 developmental images

NARRATIVE

Breakdown.

I created a Nordic fantastical world with two main characters; a human and an enchanted Mask. Taking inspiration from games like God of War, I took an example of Mimir who  serves as a guide for exposition, and facilitates varied interactions and reactions to the player's actions and incorporated that into the enchanted Mask.

 

I focused on crafting witty and sometimes even snarky interactions between the two characters after Uncharted 4, trying to resemble the dynamic between Sam and Nathan, and to achieve that I blended buddy comedy with a more serious undertone. To record the voice lines I used ElevenLabs. This form of a project allowed for broad experimentation with different camera systems available in Unreal Engine and timelines.

Forsaken Awakening  |  Gameplay highlights

  • I made a data table-based dialogue system and crafted a reusable UI widget for subtitles to ensure consistency across the game's interactions.

  • For added depth, I wrote pick-up notes and letters that revealed key exposition elements.

Gallery  |  Dialogue, UI and notes

  • In shaping the interactions between two main characters, I built a dynamic relationship between them and developed the overarching narrative.

  • To ensure all narrative systems functioned smoothly, I designed a "narrative gym" that allowed for thorough testing and refinement of the tools.

  • I wrote, structured, recorded and implemented all dialogue.

Gallery  |  Narrative gym and documentation

  • I designed the main menu cinematic with both functionality and storytelling in mind, setting the tone for the player's experience from the start.

Main menu - (audio on!)

  • To create cinematic moments, I carefully planned the composition and framing of scripted events to enhance immersion.

Forsaken Awakening  |  Cinematography highlights

REFLECTION

For future reference.

Taking a first proper shot at Narrative Design I found it to be an interesting and challenging process to write believable dialogue which not only is to stay true to the characters but also is to present contrast between characters interactions; reacting to serious moments as well as for comedic purposes. ​Using AI voices is a useful placeholder which could convey the idea easier.

It also serves as a good practice to grasp how to guide actors through the role to achieve a true to character outcome. Close collaboration with level designer is crucial in order to convey certain emotions or be able to highlight and emphasise story pieces and or environmental storytelling.

TAKEAWAYS

Almost done.

  • Craft more modular dialogue systems for easier reuse purpose.

  • Make better use of the sequencer tool which would allow for smoother scripted events to unravel.

  • Documentation is key when designing a story and to keep track of it. Using in-game screenshots is useful to plan for story bits and pacing but having storyboards and concept would be just as helpful if not more for it could provide ideas to the level designer beforehand.

Screenshot 2024-03-30 155451.png

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