ABOUT
Hey! I’m a junior narrative designer and game writer, with previous education in creative writing and further education in game development. I’m passionate, a little rowdy (read: always up to something), and looking to nurture my growing game narrative skills in a studio setting.
SUMMARY:
IntoGames offers 3-week ‘sprint’ courses for different disciplines of game development, and each course is led by an industry professional. I’m participating in Advanced Storytelling With Kim MacAskill and I’m blown away by how much I’ve learned already! You can find the work I’ve done so far categorized by each task.
Task 1: character bio
There’s an old saying on this road: “May you never be an enemy to the Angel of the Valley”.
NAME: REDACTED.
ALIAS(ES): The Angel of the Valley, Cheoj U’uwhig (Tohono O’odham for ‘man-bird’), Dune
SPECIES: Entity
PRONOUNS & GENDER: They/them, agender
BEFORE THE GAME: Created as an angel of God to protect humanity, they renounced their allegiance to Heaven. In an act of defiance, they broke their connection to the Hierarchy of Angels—their halo—by severing their head. They were cast out of Heaven to Earth, headless, and their power diminished. For centuries after their “fall”, they roamed the lands they fell to: the deserts of present-day Arizona and Nevada. As an inhuman entity, they kept their distance from humans, inadvertently becoming a myth local to the areas known as Cheoj U’uwhig. Despite their avoidance of humans, however, they could not escape their innate nature, and the myth of the man-like bird became known for its kind presence and watchful (many) eyes.
After watching lifetimes unfold before them, The Angel’s profound love for their home began to change their physical appearance. Present-day, they’re able to present themselves as humanoid. The demands of appearing ‘human’ has them dressed head-to-toe in leather biker gear (helmet, jacket, gloves, pants, boots). They ride a motorcycle as a mode of transportation.
INCITING INCIDENT: In the year 1982, the construction of a strange facility in the desert marks the beginning of unexplainable occurrences that seem to have an effect on the land—and everything living within it. Why do the lands seem groan and churn when the facility’s radio tower activates? Is there really a secret frequency that broadcasts a hidden message? How does reality seem so thin on different parts of the desert road? Townspeople report malformed creatures leaving the facility, and The Angel sets out to investigate. It’s said that there’s no greater love than when an angel goes to war, after all ...
WORLD THEMES: Human nature, faith, unreality, technology.
CHARACTER THEMES: Love, agency, freedom, convention and rebellion.
VOICE PRINT: The Angel cannot vocalize words due to their missing head. Over time, they have learned American Sign Language (ASL) as a means to communicate with others present-day. Therefore, the majority of the Angel’s tone is expressed through their body language. The most notable examples are as follows:
THE ANGEL IS ALWAYS: Kind, candid, respectful, sincere. They hold a deep respect for the Earth in which they roam and treats it accordingly. They don’t feel compelled to be dishonest. Sign language requires them to be concise.
THE ANGEL IS NEVER:
Cruel, belligerent, condescending, arrogant. The Angel is unlikely to be purposefully rude—unless you’re another angel. Or God.
INSPO
Task 2: DIALOGUE TRIGGERS
DESIGN NOTE: While this exercise was largely meant as an exercise for spoken dialogue, Two For the Valley centers around a protagonist that cannot vocalize speech. I took this as an opportunity to explore methods of communication that go beyond dialogue, such as audio cues, animations, and images. How can I effectively convey information without using words? The Angel inadvertently became my answer to that question.
Third person encounter camera with crosshair reticle.
Spectral Eyes indicate number of Holy Fire charges and will disappear each time it’s used.
Weapon attacks from behind will damage enemies.
Trigger | Condition | The Angel | Gabriel |
Creatures appear! | Camera enters encounter mode | “...!” | “Hey, Angel, you’ve got incoming!” “More of them?!” |
Taking damage | Slight camera shake, reacting to being struck | Mid-pitched, inhuman grunt. Heavy reverb and echo. | “Careful!” “Watch out!” |
Striking creature from behind with weapon | Spectral Eye appears on The Angel’s back | Low-pitched sound of exertion. Heavy echo. | “You got ‘em!” “Yeah!” |
Using Holy Fire on a creature | Spectral Eye disappears | Mid-pitched sound of exertion. Heavy whispering echo. | “That’s not good...” “Fire’s a no go, amigo.” |
Low health | Slight camera blur, heartbeat SFX | High-pitched groan. Heavy reverb. | “Hang back, Angel!” “Angels can’t die, can they...?!” |
Task 5: LOCATION BIO
SERENITY SPRINGS — PARADISE VALLEY, AZ
A mid-sized, charming town in the Sonoran Desert, located on the north road towards Nevada and The Angel’s primary place of residence. Founded in the late 1800s as a mining town, Serenity Springs saw the gold rush of the old west bloom into fruition, and around 2,100 people called Serenity Springs home. As of 1982, it boasts a humble population of approximately 553 people, and is known for its yearly Birdman & Blooms Festival. Despite the decline in residents, however, Serenity Springs keeps the lights on by being a popular tourist destination.
NARRATIVE
Eccentric as it is, Serenity Springs’ beating heart is The Angel. Their influence through acts of kindness, empathy, and love for the people in Paradise Valley inadvertently made the town what it is today: a home, blooming quietly in the desert. While the townspeople are few, their personalities make up for it tenfold. Old Man Jack, third generation native of Serenity Springs, seems to have a sixth sense for changes in the land. His son, Jack Jr.—or simply ‘Junior’ to locals—can’t wait to leave town for the big city. The town’s lawman, Sheriff Mateo Aguilar, is a close friend of The Angel’s, and is one of the few that know of their true nature.
ENVIRONMENT ART
Building architecture and surrounding nature are heavily inspired by the town of Bisbee, AZ. The town is laid out on a pedestrian scale, therefore the buildings are close in proximity and the town’s overall layout is compact and walkable. Signage depicting the town’s beloved Birdman is a common sight. Despite the reliance on automobiles in more modern times, there are few cars parked on the side of the streets. There was a recent ‘expansion’ of the town — which really means a dirt area off the side of the road meant for parking, now ‘officially’ marked.
LEVEL DESIGN
As outlined in the brief for environment art, the main junction of Serenity Springs is compact and walkable. Main hub areas such as the general store, the sheriff’s station, the hotel & saloon, and town hall should be accessible to the player and within reasonable distance. Other explorable areas include: the museum (depicting the town’s mining history and legend of the Birdman), the antique store, the diner, and the medical clinic. These other areas can be more spread out from each other to encourage the player to explore the town. Serenity Springs’ charm stems further thanks to its hilly terrain: its highest accessible point is one hell of a sight during sunrise and sunset.
There are two key conditions that change the visuals of the town: when the radio tower is active, and during the Birdman & Blooms festival.