Cubria: from World-building to Narrative Systems Design
- Project name: Cubria
- Genre: Fantasy SLG
- Tools: Google sheets, Google slides, Arcweave
- Duration 13 Weeks
- Roles:
- World building (+ cartography)
- Location and building design
- Character and weapon design
- Bios, barks and dialogue design
- Quest branching dialogue writing, design and implementation
- Voice over script creation and casting specs
- Sequence Storyboard
Goal
- Design and write a narrative-focused project, with iterations closely guided by veteran narrative designers
- Improve interactive narrative design and writing skills, processes, and format within a realistic studio production context
- Understanding of collaborative processes between game writing, narrative design and other disciplines
- Soft skills like productive disagreement, conflict resolution, and stand out in a large team setting
- Iterative skills like feedback gathering, analysis, and application
Overview
I created the original game concept of Cubria — named after the very city where the story takes place. I designed its lore and world-building from the ground up, carefully crafting a universe rich in mystery, emotion, and meaning.
At the heart of Cubria is a brave female protagonist, Aveline, who is tasked with saving her city from an imminent threat. Players are invited to explore a vibrant world where crafting, discovery, and building meaningful relationships with creatures and people alike are central to the experience.
Quest Branching Dialogue Creation Process
Designed branching dialogue tree and unique choice dialogue between the Player Character and King Character. I also made localization notes and the Portuguese transcription.
Objectives:
- Introduce the player to one of the main mandatory quests (Pursue the Phoenix Gemstone).
- Question Hub must determine the quest as punishment or a vow of confidence by implementing the variables #SAVE_SELF and #SAVE_CITY
- Its two polar opposite choices must contextualize the gameplay and set the player up for more story threads.
Designed Respective Quest Characters and Barks
Designed an enthusiastic player character Aveline as an apothecary apprentice that amongst living a cozy life in Cubria also finds herself in the position to save the whole city from a plague while avoiding facing trial accused of witchcraft.
- I chose to design a young female character based on the protagonists identified in the high level research document and target audience.
- Developed character personality, backstory, and dialogue barks aligned with an altruistic hero archetype.
- Developed her narrative arc to reflect player choices beyond her golden-path personality.
Designed a compelling main villain Cebric with unique backstory, motivation and arc to highlight the main characters qualities by being its polar opposite character.
- I researched, designed, and fleshed the Black Cloaked Alchemists, composed by Cebric and his two accomplices: Percel and Leporin
- Finalized character personalities, bios, and barks based on the finished character designs.
I did the character design, bio and barks of Carl, an unique companion butcher that contributes to the gameplay by:
- His past as top hunter of the city’s guild provides context of past Cubria and specific places related to animals
- His shop sells food which the player needs to use as consumables (for healing, camping, feeding pets, etc)
- He can be invited to the players battle party in missions
Wrote VO/Localization Script, Actor Casting Doc
Aside from writing the quest dialogue, the localization notes and the Portuguese transcription, I did the actor casting and voice over docs.
Objectives:
- Organization though the master script and voice actor casting sheets.
- Refine each character’s information for casting.
- Provide voice acting notes for actors.
Compiled Genre and Content Research Doc
To achieve coherence, determine world-building, gameplay, market positioning, target audience, and competition, I researched and identified these fantasy references of visuals, medieval cities organization, limited levels of magic, social dynamics and relationships from
- 2D platformer cozy video games such as Tiny Guardians, Aether Wizard Life and Magical Harvest.
- Shonen/isekai/slice of life/fantasy anime, light novels and books such as The Saint’s Magic Power is Omnipotent, Ascendance of a Bookworm, Banished from the Hero’s Party and others.
- Classic fantasy movies such as Lord of The Rings, Ever After: A Cinderella Story and Barbie as the Princess and the Pauper.
Designed the Main City's Cartography
I designed the City of Cubria to meet specific spatial and gameplay needs for a restricted SLG Medieval Fantasy setting. Key design needs addressed:
- Spatial Restriction: The map is intentionally limited in size to focus on character interactions and life simulation, avoiding unnecessary exploration fatigue.
- Zoning Clarity: Each area has a distinct function—urban center, residential zone, rural fields, spiritual landmarks—making navigation and story progression intuitive.
Location and Building Design
I designed the City of Cubria to meet specific spatial and gameplay needs for a restricted SLG Medieval Fantasy setting. Key design needs addressed:
- Spatial Restriction: The map is intentionally limited in size to focus on character interactions and life simulation, avoiding unnecessary exploration fatigue.
- Zoning Clarity: Each area has a distinct function—urban center, residential zone, rural fields, spiritual landmarks—making navigation and story progression intuitive.
I created Perinwinkle’s Bloom Apothecary as the player character’s home base, where they’ll rest, craft, keep storage, study, and receive narrative driven information from Aveline’s mother.
- Lore curiosity: I chose to create Aveline’s family name inspired by the color periwinkle and implement a whimsical personality in her mother’s character and home that allows the player to engage with the narrative and apothecary simulation.
I created Perinwinkle’s Bloom Apothecary as the player character’s home base, where they’ll rest, craft, keep storage, study, and receive narrative driven information from Aveline’s mother.
- Lore curiosity: I chose to create Aveline’s family name inspired by the color periwinkle and implement a whimsical personality in her mother’s character and home that allows the player to engage with the narrative and apothecary simulation.
I created Hot Dagger as the Blacksmith’s building — a place where the player can take on material fetch quests, as well as buy and repair weapons.
- Lore Curiosity: The blacksmith himself is an old, introverted man known as Taksh — though that’s not his real name. In fact, he never introduces himself. The nickname came from Carl, the butcher, who coined it based on the sounds echoing from the forge: “Ta” for the rhythmic hammering of metal, and “ksh” for the hiss when molten iron meets water. Surprisingly, Taksh liked it. And so, the name stuck.
I created Biscuits & Brisket as the Bakery and Butchery — a cozy little shop where the player can buy food to restore health or gain buffs, and collect sweet treats to gift to NPCs, improving social relationships.
- Lore Curiosity: The building is run by the couple Poe and Carl — a baker and a butcher, respectively. The name comes from their unique partnership and is marked by a sausage-shaped pretzel sign hanging over the door. It was Poe’s idea, Carl loved it. The shop is recognizable by its built-in serving hatch and overflowing flower boxes on the windows.
I created Dance’n Drench Inn as a vibrant, three-floor Tavern located at the entrance of Cubria, east of Chaihaven. Player can stop by to grab food and drinks that restore health or offer temporary buffs, and more importantly, to interact with key NPCs that push the story forward.
- Lore Curiosity: Their cheese sticks’ secret ingredient is honey. Just a brushstroke. No one can tell, but it makes all the difference.
I created Horizon’s Gate Temple and Horizon’s End Cemetery as a Sacred Site located west of Chaihaven, where the faithful of the Celestial Path gather to honor the Sun God and Moon Goddess. The location plays a major role in the story, offering important interactions with key NPCs and being the place where the graveyard keeper and the secretive black-hooded alchemists hint at hidden activities.
- Lore curiosity: There is an unusual grave shaped like a triangle. They say the man buried underneath it asked for it on his deathbed – but actually, he was just allergic to mango and they had a hard time trying to understand what he was saying.
Storyboarded the Intro Sequence
I wrote and storyboarded an intro sequence that can also be used as marketing piece where the player gets to know the main character Aveline, what is going on in Cubria and what will be their role in the game.
Game elements that appear on the scene:
- Key locations like Orchid’s Crossing and Horizon’s Temple
- Main character Aveline and her best friend Lena
- The black cloaked alchemists (Villains)

































