For the project, I was the main conceptualizer of the story and plot. My intention when creating the game was to provide mystery and atmosphere to the player through the writing to make the world you're placed into feel real.
Being the writer for a story is kind of like being a director. It's my job to create a framework for the team to build off of. I provided setting and context for Britannia, our lead artist, to create assets that felt appropriate and real for the game. I also gave scene ideas to Elijah who crafted a world in the game around those ideas.
I got my idea from the story from a variety of places. I am a fan of old horror movies and wanted to create an atmosphere that reminded people of those. I also was inspired by my love of European history and folk lore to create a historical setting for the story to make it unique.
Being the writer for a story is kind of like being a director. It's my job to create a framework for the team to build off of. I provided setting and context for Britannia, our lead artist, to create assets that felt appropriate and real for the game. I also gave scene ideas to Elijah who crafted a world in the game around those ideas.
I got my idea from the story from a variety of places. I am a fan of old horror movies and wanted to create an atmosphere that reminded people of those. I also was inspired by my love of European history and folk lore to create a historical setting for the story to make it unique.