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Muse - Narration

Septembre 2024 - June 2025
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Muse is a single-player narrative and cozy game in which you will follow Elise, a young sculptor in search of inspiration, in her return to her childhood village through dialogues and contextual interactions.
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During the eight months of game development, I was, among other things, responsible for the game's narrative and dialogue creation.
It was a job I thoroughly enjoyed, and it also challenged me due to the large number of dialogues required in the game, their importance, and our desire, my team's and me, to create an emotional impact on the player.
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Meet the team !
https://www.artstation.com/pauline_g
https://www.artstation.com/yuribis
https://www.artstation.com/yuyu20
https://www.artstation.com/alexandreplantard
https://www.artstation.com/paul_mnr
https://muccignatomaceo.github.io/Portfolio/
https://portfolio-seven-lime-78.vercel.app/
https://mr14baba.itch.io/

We really wanted to make the player feel the nostalgia of the character who returns to his childhood village, this feeling of knowing a place that has lived without us but that we have always known.

We really wanted to make the player feel the nostalgia of the character who returns to his childhood village, this feeling of knowing a place that has lived without us but that we have always known.

We were really inspired by this feeling of nostalgia to create our character and our history but also this need to reconnect with your inner child to better advance as an adult.

We were really inspired by this feeling of nostalgia to create our character and our history but also this need to reconnect with your inner child to better advance as an adult.

Before starting to create our dialogues, we defined our different characters. We decided to draw inspiration from the nine Greek muses, linked with the artistic inspiration of our protagonist.

Before starting to create our dialogues, we defined our different characters. We decided to draw inspiration from the nine Greek muses, linked with the artistic inspiration of our protagonist.

We ultimately selected five of them, in order to give them greater importance and depth within the limited development timeframe.

We ultimately selected five of them, in order to give them greater importance and depth within the limited development timeframe.

Of the five characters, three of them, the childhood friends, allowed us to define the three main paths of our protagonist's development. It is these characters who, depending on the player's choices, determine the game's ending.

Of the five characters, three of them, the childhood friends, allowed us to define the three main paths of our protagonist's development. It is these characters who, depending on the player's choices, determine the game's ending.

Since Muse is a narrative game, we quickly moved towards a game based on choices through dialogue. Initially, we considered a complex structure which we then simplified.

Since Muse is a narrative game, we quickly moved towards a game based on choices through dialogue. Initially, we considered a complex structure which we then simplified.

Through this simplification, we worked with a branching tree structure, using a main framework and modular sections.
To generate our dialogues, we implemented a pipeline based on the Twine software.

Through this simplification, we worked with a branching tree structure, using a main framework and modular sections.
To generate our dialogues, we implemented a pipeline based on the Twine software.

Initially, we wrote our dialogues, outlining our intentions and the information we wanted to convey to the player.
Then, to make them more believable, we acted them out as if on stage and then tested them in Unreal Engine. We iterated as needed.

Initially, we wrote our dialogues, outlining our intentions and the information we wanted to convey to the player.
Then, to make them more believable, we acted them out as if on stage and then tested them in Unreal Engine. We iterated as needed.

To help us produce dialogue and make it dynamic, the programming team helped us implement specific commands that allow us to perform various actions.
(add of elements on screen, VFX, sounds...)

Here is an example of the first dialogue the player encounters.

In our initial playtests, we realized the experience was relatively flat.
So we created an intensity curve to rebalance it.
Blue represents the player's physical intensity (inputs), and red represents the emotional intensity.

In our initial playtests, we realized the experience was relatively flat.
So we created an intensity curve to rebalance it.
Blue represents the player's physical intensity (inputs), and red represents the emotional intensity.

In the end, we developed two of the three main planned routes, judging that they were the most interesting and that making rich routes was better than making more.

In the end, we developed two of the three main planned routes, judging that they were the most interesting and that making rich routes was better than making more.