Cubria: from World-building to Narrative Systems Design

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Goal

  1. Design and write a narrative-focused project, with iterations closely guided by veteran narrative designers
  2. Improve interactive narrative design and writing skills, processes, and format within a realistic studio production context
  3. Understanding of collaborative processes between game writing, narrative design and other disciplines
  4. Soft skills like productive disagreement, conflict resolution, and stand out in a large team setting
  5. 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.

Play the scene here!

Objectives:

  1. Introduce the player to one of the main mandatory quests (Pursue the Phoenix Gemstone).
  2. Question Hub must determine the quest as punishment or a vow of confidence by implementing the variables #SAVE_SELF and #SAVE_CITY
  3. 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.

  1. I chose to design a young female character based on the protagonists identified in the high level research document and target audience.
  2. Developed character personality, backstory, and dialogue barks aligned with an altruistic hero archetype.
  3. 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.

  1. I researched, designed, and fleshed the Black Cloaked Alchemists, composed by Cebric and his two accomplices: Percel and Leporin
  2. 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:

 

  1. His past as top hunter of the city’s guild provides context of past Cubria and specific places related to animals
  2. His shop sells food which the player needs to use as consumables (for healing, camping, feeding pets, etc)
  3. 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.

Read the docs here!

Objectives:

  1. Organization though the master script and voice actor casting sheets.
  2. Refine each character’s information for casting. 
  3. 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

  1. 2D platformer cozy video games such as Tiny Guardians, Aether Wizard Life and Magical Harvest.
  2. 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.
  3. 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:

  1. Spatial Restriction: The map is intentionally limited in size to focus on character interactions and life simulation, avoiding unnecessary exploration fatigue.
  2. 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:

  1. Spatial Restriction: The map is intentionally limited in size to focus on character interactions and life simulation, avoiding unnecessary exploration fatigue.
  2. Zoning Clarity: Each area has a distinct function—urban center, residential zone, rural fields, spiritual landmarks—making navigation and story progression intuitive.

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)