Project: The Doors Will Open In…


Narrative-driven adventure, sci-fi psychological drama (2025-26)
Role: Game Writer (story, quests, lore, dialogue) / Narrative Designer (Logic, Twine)
Format: Concept / Prototype Twine (personal project)





About

sci-fi interactive narrative about identity, fear, and the choices we make when circumstances turn against us.

You play as Deyn, a student on Calypso Station awaiting transportation to his first assignment. Your transfer is scheduled. Your body is synthetic. Your thoughts are not.

Explore the station, interact with its systems, and uncover fragments of a world where a body can be replaced—or lost entirely.


1. Interactive Prototype (Playable Demo)

This scene demonstrates how player choice affects systemic consequences, character perception, and inventory state.



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 2. Project Overview & Narrative Design




Format: Interactive Fiction (Twine) Scale: 141 passages with complex branching logic

Wrote 20,035 words of in-game text.

Developed 2 different narrative paths.

🎮 Play the Prototype The game is published and available for playtesting.

→ Play on itch.io





Environmental Storytelling


Goal: Reveal the setting of the protagonist’s future workplace and push him toward refusing the job.

Solution: A letter from a future colleague.

A contrast is used between a friendly tone and disturbing imagery (faces, human particles, skin).

This raises questions about what is considered “normal” in this place and leads the player to think:“I don’t want to go there.”



Goal: Holding onto humanity as the game progresses.

Solution: Systemic pressure and unavoidable compromises gradually lead the protagonist to the narrative climax: either losing his humanity — and therefore himself — or breaking away from the environment entirely in order to preserve his identity.

This progression is shown through the transformation and loss of his own body.


Emotional & Logic Mapping 

  • BAD Path: Denial → External Pressure → Hostility → Total Breakdown

  • GOOD Path: Anxiety → Resistance → Acceptance → Survival

    Visual Storytelling: Character "decline" is reflected through dynamic dialogue branches and shifting NPC reactions based on the protagonist's mental state


Draft: Interactive Flow & Logic in FigJam



Branching Logic

Key ElementGOOD Path BAD Path
Narrative Flags$NoCoping$NoFear
Inventory & ItemsItem crafting available. The Biomodule can be crafted.Crafting disabled. The Biomodule can be stolen. Items are rare. Risk of gear confiscation by officers.
NPC Reward (Return Item)Inventory modification granted.No reward/modification unavailable.
Attitude towards NPC (biologist KV)Friendly; provides guidance on item locations.Conflict; player must find items alone. KV may sabotage the protagonist.
Protagonist’s Inner ThoughtsAnxious, but reinforce the moral/correct path.Irritated, cynical, and sarcastic.
Body Mods (Chem Lab)Upgrades available.Upgrades unavailable.
Spacewalk (Climax)Available — serves as narrative validation for moral choices.


Unavailable — marks a moment of further mental decline.


Technical Dialogue Script & Narrative Logic


  • Systemic Narrative: Showcases the use of Flags and Variables (e.g., $quest_transport_access, itemQty) to create a reactive world.
  • Branching Content: Features different dialogue paths based on player inventory and previous choices.
  • Content Types: Distinguishes between Flavor Text (environmental descriptions), Examine actions, and Direct Dialogues.
  • Technical Notes: Includes implementation details for developers, such as Jumps (node transitions) and One-shot triggers.







This project was a personal challenge to learn Twine from scratch and successfully design a large-scale, non-linear story. 

My goal was to move beyond simple text and create a fully functional narrative system with complex logic, which resulted in a completed 20,000-word interactive prototype.

I am truly proud of this work, as it represents my transition from traditional writing to technical narrative design.




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