I worked on BANISHERS as a member of the Narrative Design Team for a year. I collaborated closely with Elise Galmard (Lead Narrative Designer), Stéphane Beauverger (Narrative Director) and Devin Doyle (Lead Writer). My main focuses during the production were:
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Quest Design And Dialogues
- I was asigned precise scenes of the game (Main Quest & Side Quests)
- Writing the level’s playthrough in Confluence.
- Writing the first versions of all my scenes dialogues (Dynamic & Interactive Branching)
- Iterating and implementing early versions with the level designers.
- Integrating the dialogues inside the in-house dialogue tool of Don’t Nod.
- Iterating with the designers to enhance the dialogues and gameplay situations as much as possible.
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Recordings
- Assisting the voice studio during all recordings.
- Making sure all context is given to the actors to deliver the best voice lines possibles.
- Preparing recording documents and making sure all lines were recorded.
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Narrative Coherence
- Be vigilant on all aspects of the game for anything that could create plot holes or give false narrative information to the player.
- Playing the game a lot and using the player’s perspective to understand how the story is perceived.
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Barks
- Defining with the game design team when and how NPC’s emit ‘barks’ (short random sentences used for feedback and immersion).
- Creating with the writer the content of the barks.