From Conception to Release & Beyond
Narrative Pipelines
Ella Lowgren & Melissa Koven
From Conception to Release & Beyond
Narrative Pipelines
Ella Lowgren & Melissa Koven
With special thanks to Alexander Swords of Forest Paths!
Narrative Designer at Mighty Kingdom by day and a passionate indie developer by night.
When not writing video games or making bad TikTok content she can be found creating indie titles that explore mental health issues in the hopes of fostering empathy in players.
Dalmatian lover. (Named her Dalmatian Stripes.)
Discipline Lead – Narrative at Mighty Kingdom. She harbours a deep love for both story & data. Can be found analysing & refining pipelines around writing, designing & implementing narrative in games.
Soon to receive a Master in Data Science from UNSW.
Beagle lover.
Character
Bios
Ella (she/they)
Melissa (she/her)
Wait! What do you mean by “narrative pipelines”?
PLANNING
Establishing genre, context, general mechanics, initial worldbuilding, importance of narrative to sell the experience. Determining narrative scope.
PRODUCTION*
Front-load narrative at start of prod! Asset briefing. Continuing to refine narrative docs and get into implementation reqs.
PRE-PRODUCTION
Narrative docs, inc character bios. Story beats and early writing. Storyboarding. Harmonisation of overall design with narrative.
🎉 LAUNCH
Any final bug squashing and polish leading to support the release candidate!
POST-PRODUCTION
Review fan insights. Collate feedback from the community through the comms team. Solve any embarrassing continuity bugs. Do a narrative specific post-mortem. Future deliveries: Is it a live service product? Future DLC? A sequel?
*NOTE: Various sub-stages to consider. Is there a prototype phase? Are there chunks with differing goals and team composition?
Why we love
& believe
in narrative pipelines
#qualitygoals
More accurate
estimations!
Increased
cross-disciplinary collab!
Roles of a Narrative Designer
And, in some cases:
High Level Considerations
Funding & Publishing Model?
Self-published, indie
Co-development
Work-for-hire
Original vs Existing IP?
ASK ELLA FOR L.D. IMAGE
Original IP
Existing IP
Team Composition
Team Composition�Examples of roles you might have
🍝 The weaver
Narrative Designer
🛠 The techie
Technical Narrative Designer
✨The spectacle
Cinematic Designer
✍ The word nerd
Writer
Narrative Tools
Proprietary narrative
engine / tools
3rd Party Tools
Tailoring for various stages of production
Not ideal!
How to integrate narrative pipelines into production schedules
Planning
Pre-production
Production
Release
(And be on the alert for any ultra scary narrative-related bugs that snuck in!)
Post-production
*Probably best to start a whole new workflow for this depending on the project narrative goals
Live Service
Example:
Ava’s Manor
Discipline crossover & interaction
Discipline Interaction
| Who Narrative Collaborates With | ||||||||
| Game Design | 2D Art | 3D Art and Tech Art | UI/UX | Animation | Programming | QA | Production | Audio Design |
Planning | Early discussions on gameplay and story. | Worldbuilding collaboration. Character exploration. | Understanding limitations. | Planning how to deliver writing. Speech bubbles, narrative bubbles, etc. | Identifying early character reqs. | Early Tooling discussions. | | Understanding needs, timing, and translation costs/implementation. | Understanding audio needs. Discussion on sound design storytelling. |
Pre-production (in general, developing workflows with narrative + other disciplines) | Integration of story and mechanics. | Briefing of narrative assets. Work together to refine concepts, provide feedback. | Briefing of narrative assets (particles). | | Inform on character - mannerisms, personality. Refs are handy! | Readying internal tools prior to full production. | Contributing to early conversations on testing reqs, esp. for branching! | Planning for production to ensure narrative isn’t bottleneck. | Planning barks versus VO. |
Production | Feedback on gameplay (e.g. levels, combat) based on character and environment. | Ongoing concept feedback. | Regular check-ins for critical narrative assets. | | Feedback process on animations to ensure they fit the character briefs. | Potential quality-of-life updates for internal tools. | QA on cutscenes. or narrative sequences (spelling, grammar, continuity). | Collaborating on timelines and streamlining the delivery process. | Sitting in on VO recording. |
Post-production | Extract learnings from a design standpoint. Why systems worked well with the story? What did not? | | | | Liaising on additional animations, or new character animations, as needed. | Consolidating tool learnings for next narrative game. | Ongoing QA for cutscene implementation and quality. May be customer related issues funnelled from QA. | A full breakdown of key narrative successes and failures over the project. | |
Stage of Development
Tracking & Documentation Tools
Industry Standard
All-Rounder
Documentation Heavy
Jira
Notion
Confluence
Highly Visual
Milanote
Key Takeaways
FOLLOW US ON SOCIAL MEDIA:�
THANK YOU!