You’re in the right place! I’m Daan, also known as Turbo Hermit. I stepped away from a full-time technical job in games to find out more about narrative design with you instead. I create game design and storytelling resources for game makers of all disciplines and experiences. Together, we’ll be exploring concepts like:
- Interactive Fiction
- Systemic Design
- Branching & Procedural Narrative
- Other complicated-sounding terms that will be soon as clear as day.
All content here is beginner-friendly, but for experienced game makers: don’t worry! You’re likely to pick up some useful tips and tricks as well. Looking for a specific subject to level up? Try the search button in the header. Otherwise, you can start reading the latest posts down here.
Latest Blog Posts
Procedural Narrative and How to Make It Coherent
Read Now!: Procedural Narrative and How to Make It CoherentProcedural narrative is a great way to create dynamic stories that are unique to each player, but it can be difficult to make a coherent story out of it. You might run into inconsistencies in continuity, tone, or pacing. Today, we’ll be taking a look at what procedural narrative is, what these inconsistencies are, and most importantly, tips to deal with them!
Key Feature: How to Reduce Game Scope
Read Now!: Key Feature: How to Reduce Game ScopeToday we’ll be talking about how to reduce the scope of our game into something workable. We will discuss key features, Minimum Viable Products, narrative scope, and how applying them turned me into a narrative designer.
Game Scope and How To Estimate It
Read Now!: Game Scope and How To Estimate ItIf you just started out making games, you might have heard the following advice before: “Make your game smaller.” People new to the field don’t always have a clear idea of how much work goes into making certain content or features. This is called a game’s scope: the size, workload, and viability of your project. Today we’ll be talking about what game scope is, how to estimate the…