I worked on SIFU as the Narrative Designer of the project for almost two years. I collaborated closely with Jordan Layani, the Creative Director and Lead Designer. My main focuses during the production were:
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Cutscenes:
- Writing scripts (actions and dialogues).
- Iterating with the storyboarder to create a non-animated version of the cutscene.
- Validating and iterating on the storyboard with the lead creative team.
- Following the cutscene production to make sure it follows the narrative we wanted the cutscene to serve.
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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.
- Following the barks’ integration and making sure they are never out of touch with the different levels’ tones.
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Worldbuilding and Dialogues
- Writing detailed backstory for each level in the game.
- Writing the level’s playthrough in script format.
- Iterating with the creative director and implementing early versions with the level designers.
- Integrating the dialogues inside the game.
- Iterating with the designers to enhance the fighting and dialogues situations as much as possible.
- Following the level art team’s work and making sure it follows the story defined for each level.
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Recordings
- Assisting the voice director during all recordings (with the Creative Director and Lead Sound Designer)
- Making sure all context is given to the actors to deliver the best voice lines possibles.
- Orientate the recordings towards the overall tone of the game and characters.
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Character backgrounds
- Writing detailed backgrounds and timelines for each character.
- Maintaining these documents updated during all the game’s production.
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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.