- Role
- Narrative Designer (contract)
- Studio
- Streetlight Studio
- Tools
- Ink, Notion
- Length
- 3 months, 2024
What I did
- Shaped the emotional arc of Hoshi Morimoto, a perfectionist whose breakdown traps her inside a nightmare version of her hometown.
- Wrote interactive dialogue for Hoshi and the antagonistic foils she meets.
- Built branching scenes in Ink with states for exploration, emotion tracking and world changes.
- Wrote in-world notes and collectibles about the “Blue Dream Game” that troubles the town's teenagers.
- Worked with the creative director and gameplay programmer so the story and the “Hold Your Breath” mechanic support each other.
- Planned the voice pass with tone-marked scripts and iterated on early voice samples.
Writing horror from a character's fears
I wrote dialogue that turns Hoshi Morimoto's perfectionism into horror. Her breakdown starts with smudged makeup, and her hometown becomes a nightmare. I made the characters who press on her escalate the more the player explores or avoids, so the horror follows the player's own choices.
- Characters' dialogue escalates depending on how much the player explores or avoids key areas.
- Scenes follow Hoshi's shifting sense of reality, which supports the “Hold Your Breath” mechanic that warps the world.
- Collectible notes deepen the mystery of the Blue Dream Game and leave room for the player's own reading.
More detail
Results
My work helped set the narrative tone and emotional rhythm of the vertical slice demo. Studio feedback highlighted the emotional clarity of the branching scenes.
Pipeline
Ink with Unity to write and test dialogue flows. Notion for character bios, scene bibles and branching trees shared across the team.