There’s no security in dirt

The Process

On this particular project I was set with the task of developing a story using any narrative structure of my choice, that I later developed into a playable, narrative driven, 2D, top down game.

Using the ‘save the cat’ narrative structure I created a fully thought out story from start to end. I had never used a narrative structure to build a story before, however, after research and practice, I found the development process to be very simple

What can be seen here are four scenes from climax of the story that I put together using an external narrative tool, Fungus. To create the environment I used an asset pack from the unity asset store and learnt to use the 2D tilemap feature and build all the environments in the game.

The Story


Premise

Colin Duff, a calm, passive young man that gets by and works diligently for the local distributor of illegal goods in his small pocket of downtown Seppor. He is skinny but far from frail and has a strong mind that is calculative but obedient, unable to stray away from what he has known all his life. Colin seeks comfort and freedom in a world where such desires are shunned due to their inconceivability. As new doors begin to open however, he finds himself in the center of the illegal trade business, and as the pressure starts building and relationships begin to flourish, Colin is pushed further into the unknown and he is forced to make a decision between following orders or following his morals.