Developed by a multidisciplinary team of six design students during our
senior year, 'Burn
Me Twice' served as our debut in the industry. Leveraging my passion for
storytelling, I acted as the sole Narrative Designer, Quest Designer, and
Writer, authoring the game’s entire script and lore.
I wanted to build a mystery that felt like a cozy but clever
puzzle. The real trick was balancing supernatural european folklore with a dose
of
absurdist humor (very much inspired by authors like Terry Pratchett). I had to
make sure the
'silly' situations didn't undermine the overall tone of the investigation, all
while
working with low-poly models that couldn't 'act' like actors in a movie, leaving
all the emotional
heavy lifting to the dialogue.
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Writing for the Engine: Since our characters had limited
expressions, I leaned into explicit, punchy dialogue to guide the player. I
treated the script as a technical blueprint, not just a story.
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Dialogue Choices: To improve player agency, I developed a branching
system where every choice is color-coded in blue. This wasn't just for me;
it was a visual map that helped implementing complex conversations without
getting lost in the script.
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Iterative Polishing: Every line went through an iterative polish to
strip away redundant text to let the comedic timing and the mystery shine.
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Less is More: I learned that in a game, a redundant sentence is a
hurdle for the player. Multiple passes were key to finding that 'sweet spot'
between a rich world and a fast-paced game.
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Limitations are Fuel: Working with low-poly taught me that when you
can't show a character’s smirk, you have to make the player feel it through
their voice and the choices they're forced to make.
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Tone is a Mechanic: Using humor isn't just for laughs: it is a tool
to make complex information stick and to keep the player curious about the
next weird encounter.