Andres Valbuena
Schism dialogue scene: a faction leader in his study

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Narrative Designer · Far Owl Studios

Schism

2025 · Present

I joined Far Owl Studios as main narrative designer on Schism, a fantasy espionage game set in the creative lead's holy city of deer. I write its codex, character biographies and branching dialogue, and build that dialogue on the systems that track what the player tells each faction.

years of in-world history my codex entries draw on
1,000
institutions I write for: 2 churches, 2 orders, a Parliament, a university and the Guard
7
codex entries in my sample: people, factions, history and faith
9
tracked variables my dialogue reads and updates
5
Role
Narrative Designer (main)
Studio
Far Owl Studios, 5 developers
Tools
Articy:draft, Unreal Engine 5
Status
In development since Nov 2025

What I did

Writing for a quadruped world

The cast has hooves, horns and magic, so I write without any humanoid defaults. My codex entries explain how psionics channeled through the horns takes the place of hands, and how it is limited by mental energy, stamina and will.

I wrote the culture's own terms into the codex and character biographies: clergybucks, fawnhood, a ruler with a heavy hoof, and dates counted After Arrival on a 13-month lunar calendar.

A Cervinian noble at his desk, with narration describing the family manor
The opening scene: a Cervinian noble at home.

Turning history into plot

I wrote the codex entries that carry the political backstory: a 6-year civil war that killed 1 million of the city's 6 million people, and the treaty that still divides Church and Parliament.

The entries on the secret Church of the Thousand Eyes and the Order of Antlers set up the player's double role. Each one gives the player context to judge the factions and intel to use in reports.

Codex People page showing the biography of Grisella Bascriphis
A character biography I wrote for the codex: Grisella Bascriphis.

The report system

I write reports and dialogue for the core loop. Players gather insights from conversations, documents and devices, then choose which to include in each faction's report. Lore they have read in my codex becomes intel they can use.

Each report shifts Faction Affinity. When a faction catches a lie, the Lie Tracker records it, so my dialogue has to cover the excuse and the lost standing.

Order of Antlers report screen with selectable insights
Report screen. What the player includes or leaves out drives affinity and unlocks dialogue.

Branching in Articy:draft

I build conversations in Articy:draft on global variables for faction affinity, friendship with 2 key characters and the Lie Tracker. Input-pin conditions decide which of my lines can appear. Output-pin instructions update the variables after each choice.

Significant decisions change several variables and can jump to a new branch. Minor ones change a single flag.

Articy:draft flow with dialogue fragments, hubs and conditions
Dialogue flow. Each line checks affinity and friendship before it plays.

Dialogue that knows what you found

My dialogue reacts to the insights players collect from conversations, letters and the Weavewaver decoder.

A variable marks each insight the player collects, so a character can respond to what the player found. Most insights pay off right away in reports, and some pay off much later in the story.

Weavewaver device with its in-game description
The Weavewaver: players tune its dials to decode intercepted messages.

Codex entries

A 10-page sample of the in-game encyclopedia. Entries unlock through discovery and use an authoritative in-world voice. They answer questions the player already has and plant contradictions a careful reader will catch.

  • People: Calinsis Redana, Grisella Bascriphis and Corensus
  • Factions: the Church of the Thousand Eyes and the Order of Antlers
  • The Cervinae: psionics and the Cervinian Civil War
  • Religion: Cervinianism and the After Arrival calendar
Schism codex: About These Entries, contents, and the Calinsis Redana entry
About These Entries, the contents and the first character entry, pages 2 and 3.

More detail

Story setup

The player is Doliturne Bascriphis, heir to the Church of the Thousand Eyes and secretly an agent of the Order of Antlers. Every choice comes down to who to trust, what to reveal and which side you serve.

Variables and decision tiers
  • Variables: Church affinity, Order affinity, Calinsis friendship, Milvitatum friendship, Lie Tracker.
  • Conditions use articy:expresso, for example "show this line only if Church affinity > 50".
  • Significant: telling Milvitatum about Calinsis to prevent a death. Major: unlock or lock intelligence. Minor: small variable changes.
  • The system records which insights were collected and which were sent, so a faction can check a report against what the player found.
What I learned

Knowing which variables a line reads before writing it keeps every branch consistent. Because Articy exports to Unreal, none of the branching had to be hardcoded in engine.