Here are some examples of branching narrative visual scripts I designed using the Celtx Game and VR tool for Storylines: Passion and Fashion.
I used these to represent how a narrative-driven game could come to life through our in-engine tool, marking various nodes with variables and conditions to create a non-linear experience for players.
Everything is colour coded. Branching dialogue represented in purple. Gold nodes for set variables and conditional branching. Red for loading screens.
The goal with these maps was to help create a clear blueprint for our technical designers, but also to ensure a density of interactivity points early on.
Learning the engine was integral to writing and designing stories for it, but also pushing some of the limits of what we could do with it.
Using the same conditions/variables systems, I helped to introduce conversations (not just binary dialogue choices) and non-linear design (pick one path, back track to another… and/or another) to our humble mobile game.


