Narrative Designer Postmortem ~ Patricio Blasetti
Howdy! I'm Patricio Blasetti.
I'm the Narrative Designer, my main role is responsible for crafting the story, dialogue, and character development. Working closely with game designers, artists, programmers, and audio designers to ensure the narrative is effectively integrated into the gameplay and game world.
The script and creating the audio for the characters' dialogues. I focused on creating dialogues for 3 characters, give my voice for one of the character. I have to work closely with another two actor to record and integrated the dialogues into the game.
Some extra work was helping with the Itch.io website, creating the trailer and find and replace fonts in the game.
We only had 4 weeks to make the game, our team had the objective of making a game base on weakness with a dialogues and cooperative experience. We started brainstorming about where we would make the game, what the objective would be, and who our character would be. I originally thought I would do around 20 hours. I did around 30 hours.
Game Story
We established that a weakness should be something that made the player feel frightened, scared, and weak. We focused on games that convey those feelings, like Little Nightmares.
Following this concept of darkness and monsters, light wouldn't be our ally, but our weakness. Light turned out to be the driving force behind our story, creating a problem around the world we created.
Originally, we wanted the players to try to reach the surface through the corridors of the caves and the shelter but we struggled to find a reason why they would want to go to the surface. We decided to turn the objective around. They're not looking to get out but to get in. We had to put obstacles in their way to prevent them from entering quickly, and give them reasons why they left the shelter.
We decided that the number would be three characters: the two main characters and a third who would interact with the main characters, giving them their objective and interacting with them frequently.
The character in this case was Hatman, the gate guard, and our protagonists, Iru and Vekka, two shelter dwellers, return very tired from exploring the outside and admiring the stars. Upon returning, all they want is to rest but they are stopped by the gate guard. Their goal is to re-enter the shelter. To do so, they must retrieve all of Hatman's hats.
Through each puzzle, Hatman interacts with the protagonists. He tells them about his job, a little about who he is, and why he sent them to retrieve the hats. The exhausted and tired protagonists are forced to complete these objectives as the story develops.
Game concept
STORY BOARD BY Jaedon Wallace
DIALOGUES AND CHARACTERS
We established a story and a goal. The next step was to create interactions between the characters. Primarily, dialogue and their personalities.
The Hatman is a little crazy person who tells a lot of bad jokes and talks a lot about the old days. Iru and Vekka are two young people who are curious about the outside world, intrepid adventurers, and a bit impatient.
We also needed three voices for the characters: a crazy voice for the Hatman and two young voices for the protagonists. 60 dialogues were written: 30 for the protagonists and 30 for the Hatman. These dialogues are usually related to the hats and the Hatman's family's interactions with them. Several were rewritten, and the encounters with the Hatman were adjusted.
SCRIPT GAME DIALOGUES
https://docs.google.com/document/d/1310cxTSImyS-I05x7AKUt4G-iQnxwvsuspveXlrnFlc/...
CHARACTER DIALOGUE RECORDING
I gave the voice to the character of the Hatman and asked for help with the other two characters.
Iru dialogue example
https://drive.google.com/file/d/1AAz942v1_WMHKgAL6SeGnC604LNjmpv1/view?usp=shari...
Vekka dialogue example
https://drive.google.com/file/d/17Qvwo8VfJpZ4hjYxVACXTrgSKBcD-QB6/view?usp=shari...
Hatman dialogue example
https://drive.google.com/file/d/1x-QfiQwBcIjI_pHOMbmEpy6QHvB0Y5fe/view?usp=shari...
GAME TRAILER
I created a trailer using the game's musical orchestra and adding a timeline of the game's events. I gave the characters objectives and dialogue from the game. I shot scenes with different takes on the game during the search for hats and solving puzzles.
FONT for WIDGETS
Upon completing my assignments, I was given the task of finding sources for the game's widget menus.
https://www.dafont.com/face-off-m54.font
https://www.dafont.com/jersey-sharp.font
THE MOST DIFFICULT PART OF THE PROJECT
Editing and re-recording the dialogue took me a long time. When I recorded the voice actor, I never liked how he sounded until I found a suitable tone. My friend who played Iru has trouble with English, so I had to fix the dialogue and the volume of his voice in post-production. Added to this was the time difference between the Argentina and the United States.
My second biggest challenge was writing the dialogue. Making it sound natural and in English. Nothing formal or etiquette. Making it feel like the characters are in a dangerous and stressful situation.
What I learned the most from this project was dubbing the characters. I had to turn to some tutorials and ask for advice from students who dedicate themselves full-time to voicing the characters.
I'm very happy with the final result. I saw how the editing helped a lot with the problems I had in the original audios.
Get Cavin' Hats
Cavin' Hats
Status | In development |
Authors | Annastachia Brown, Weirdgiant, Scrufflez, The 678, Jaedon Wallace, Hunter McRight, PatricioBlasetti |
Genre | Puzzle |
Tags | Multiplayer, No AI, Short, Top-Down |
More posts
- Artist Post Mortem - Annastachia Brown2 days ago
- Postmortem: Hunter M2 days ago
- Artist Postmortem - Beck2 days ago
- Wallace Programing and sound design2 days ago
- Elijah Anderson- Artist Postmortem2 days ago
- Jaedon Wallace introducton39 days ago
- Alex Dempsey - Postmortem43 days ago
- Beck Sanders Introduction43 days ago
- Annastachia Brown Introduction43 days ago
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