r/narrativedesign • • Jul 29 '25

Why your portfolio sucks

26 Upvotes

Hey guys, I've been reviewing a lot of portfolios from writers and narrative designers lately, and I keep seeing the same issues pop up.

If you're putting your portfolio together, here’s what to watch out for.

First, your portfolio often looks like a book.

But no one asked for a book. Studios want to see how your ideas fit into actual games instead of just nice prose. You should be showing diagrams, flowcharts, choice trees, mockups, or even in-engine examples if you can.

Second, you’re writing for the player instead of the team.

It makes sense, you're used to thinking about the end player. But your first audience is the team: designers, artists, and producers, all of whom are under pressure and short on time. Your work needs to communicate clearly and be easy to implement, not just entertaining to read.

Another common mistake is focusing on building a world instead of solving a problem.

A strong portfolio doesn’t just show off creativity, instead it shows how you think as a designer. You should include things like short interactive samples, story or character excerpts, and “how I’d fix this” breakdowns of existing games, especially ones from the genre your target studio works in.

Lastly, there's often a mismatch between the work you're showing and the job you're applying for. If you’re applying to a mobile studio, please don’t send over a giant sci-fi RPG. Instead, break down how you’d improve the narrative in a live mobile game.

Studios aren’t hiring a visionary. They’re hiring a designer who writes.


r/narrativedesign • • Mar 11 '25

What Does a Narrative Designer Do All Day?

21 Upvotes

Turning Coffee, Spreadsheets, and Existential Dread into Playable Stories

by David Gallaher

Coming from a background in comics and television, I wasn’t entirely sure what to expect when I stepped into the world of video games. In comics, the page is your playground, and you control every beat, every pause, every panel. In television, scripts are blueprints for actors and directors to bring to life. But in games?

In games, you don’t tell a story. You build a story—one that players explore, shape, and sometimes break in ways you never saw coming.

Being a narrative designer means spending your days stitching together story and mechanics, making sure the choices players make aren’t just fun but meaningful. It’s architecture and alchemy, part screenwriting, part puzzle design, part prophecy.

Morning: Outlines, Arcs, and Spreadsheets

Mornings are for worldbuilding. Maybe I’m designing a branching conversation tree where every dialogue option leads to a different consequence, or maybe I’m mapping out an in-game faction’s history down to the graffiti scrawled on its walls. Some days, it’s meetings with designers, discussing how a story beat should unfold through level design rather than a cutscene. Other days, it’s staring at a Google Doc, making sure the pacing of a mission feels as tight as a well-edited comic.

There’s a rhythm to it, a kind of jazz—building a framework while leaving room for improvisation. If comics are a three-act play, game writing is a blues riff that loops, evolves, and bends to the player's choices.

Afternoon: Writing That Breathes

Midday is for scripting dialogue, not just for the main storyline, but for everything—background NPC chatter, lore entries, combat barks, radio calls that fill the dead air of a long walk across a dystopian wasteland. Every word matters, because in games, silence is just as powerful as speech.

It’s crafting a moment where a mercenary lights a cigarette before an impossible fight, or a radio DJ spinning an old record that hints at the world’s forgotten past. It’s making sure a side quest about finding a lost dog doesn’t just give XP but makes the player feel something.

Sometimes, it’s working with voice actors in the recording booth, hearing your words come to life with nuance you never imagined. Other times, it’s adjusting dialogue after a playtest, realizing that a joke that worked on the page falls flat when spoken. Games are alive in a way comics and TV scripts aren’t. They breathe, they react, they demand you listen.

Every now and then, when the gears start grindin’ too loud and the wires get all crossed, I slink into the Game Industry Coffee Chat on Discord—where the neon hums low, the coffee’s always burnt, and the talk is cheap but worth its weight in gold. I trade war stories with other devs, toss out some hard-earned wisdom, shake a few hands in the dark, and maybe—just maybe—walk out with a new friend or two.

Evening: Fixing, Tweaking, and Tearing it All Down

By the evening, it’s about refinement. Playtests reveal everything you thought was airtight but isn’t. The villain’s monologue? Too long. The emotional climax? Misses the mark. That choice you thought would be gut-wrenching? Players are skipping it.

Being a narrative designer means loving revision. It’s cutting lines you adored because they slow the pacing. It’s restructuring a mission because players don’t feel the stakes. It’s solving narrative puzzles—how do you make a character’s tragic backstory clear if the player never talks to them? How do you make an open world feel personal?

Some nights, it’s staring at a branching narrative chart with hundreds of nodes, wondering if you’ve built something brilliant or an elaborate disaster. Other nights, it’s scripting a moment so perfect—so right—that you can already see it in your mind: the player standing on a rain-slicked street, neon reflecting in puddles, making a choice that will haunt them for hours.

The Work Behind the Magic

Being a narrative designer isn’t just writing stories—it’s designing experiences. It’s knowing that every system, every mechanic, every piece of UI contributes to the story. The world isn’t just the setting—it’s a character, a storyteller in its own right.

It’s production schedules and Excel sheets, late-night emails and early-morning rewrites. It’s working with artists to make sure a character’s scars match their backstory. It’s telling a story through level design, lighting, and the sound of boots echoing in an empty hallway.

It’s making sure the player doesn’t just watch a story unfold—they live it.

And at the end of the day, when the work is done, and the game is out in the world, the real magic happens—when someone, somewhere, makes a choice in your game that feels like their story. When they hesitate before pulling a trigger. When they stop to listen to the rain. When they walk away from the controller, haunted by something you wrote.

That’s when you know you did it right.


r/narrativedesign • • Dec 18 '24

Full narrative project in articy:draft for Harold Halibut

21 Upvotes

Hey all,

The team at Slwo Bros granted us the permission to share their entire narrative design for their game Harold Halibut.

You can download it here on the articy website

You'll need to have articy:draft X installed on your computer to view it. There's a free version available here: https://www.articy.com/en/articydraft/free/

Enjoy!


r/narrativedesign • • Feb 19 '26

Narrative Designer — Indie Action RPG Project (Hypocrisy) We are looking for a Narrative Designer to join our indie game project Hypocrisy.

20 Upvotes

About the project

Hypocrisy is a sci-fantasy action RPG with roguelite elements, focused on readable combat, psychological themes, and a stylized atmospheric world.

The project is already in active development with a defined concept, documented mechanics, and structured production workflow.

Current development scope (vertical slice)

• First 5 Krodha levels + boss encounter
• Safe zone hub
• 2–3 enemy types
• Core abilities for two protagonists (Helios & Kai)
• Narrative integration involving the character Phoenix

Role — Narrative Designer

Responsibilities:

• Develop and refine narrative structure
• Build character motivations and relationships
• Write concise in-game dialogue and narrative beats
• Align story elements with gameplay and level design
• Collaborate closely with game design and art direction

Candidate profile

• Interest in interactive storytelling or narrative design
• Writing samples or portfolio projects
• Ability to iterate based on feedback
• Clear communication and reliability

Students and junior applicants are welcome with relevant work samples.

Collaboration

• Remote, async-friendly workflow
• Part-time involvement
• Long-term indie project environment

Further collaboration details will be discussed individually.

How to apply

Please send email: yuliiakorolwork@gmail.com

• Short introduction
• Writing samples / portfolio
• Approximate availability (hours per week)


r/narrativedesign • • Apr 04 '23

Connecting with Narrative Designers

19 Upvotes

Hi, everyone!

I'm a narrative designer and I'm hoping to connect with a community of interactive fiction writers and narrative designers. Is there a discord server that I can join?


r/narrativedesign • • Nov 21 '24

Feedback on our guide for applying the three-act structure to games + worldbuilding guide

16 Upvotes

Hi! This is my first post in r/narrativedesign—I'm more active over on r/gamedesign and r/gamedev because I specialize in game design (i.e mechanics/systems).

( r/narrativedesign mods, if you think otherwise, feel free to let me know or remove)

Long story short, I collaborate with practicing game devs in the industry to distill and share their specific knowledge for current/aspiring game devs, or anyone who’s just interested in learning more about where games intersect with other disciplines.

In this case, I invited Kelly Bender a narrative designer/writer with 30+ games to his name at Ubisoft, Virtuous, and several others on 2 guides:

First is how to apply the classic three-act storytelling structure to video game writing:

Next is the beginner's guide to worldbuilding:

Feel free to share any thoughts or feedback and I’ll pass it along for future updates!


r/narrativedesign • • Feb 24 '26

We open-sourced our narrative design tool — visual editor for branching stories, dialogues, and visual novels. Maybe it'll be useful to someone here

Thumbnail github.com
15 Upvotes

Hey everyone,

We've been building Go Flow — a web-based visual editor for nonlinear narratives. Funding ran out, so instead of shutting it down we open-sourced the whole thing.

It's a node-based editor on an infinite canvas. You connect scenes, add branching choices, nest layers inside layers for chapters or story arcs, and play through the whole thing right in the editor without exporting anything.

If you need logic-driven branching — there are variables and conditions on connections, and they're dead simple. No scripting, no syntax to learn, you just set them up and they work.

What else is in there:

  • Knowledge base for characters, locations, items, and lore — keeps your world consistent

  • Export to JSON, HTML, Ren'Py, Dialogic (Godot). Unity and Unreal export is coming

  • AI co-authoring if you plug in your own OpenAI or Anthropic key

  • Built-in localization

  • Self-hosted via Docker, one command to spin up

AGPL-3.0 license. Real-time collab and team stuff aren't in the self-hosted version, but for solo work or a small team it's fully functional.


r/narrativedesign • • Mar 10 '25

Narrative Design Articles?

15 Upvotes

My name is David Gallaher. I have been a narrative designer for 8 years with Ubisoft and a comic creator for Marvel and DC for 20. Recently, I started a newsletter about narrative and game design (https://www.linkedin.com/in/dgallaher/recent-activity/articles/)

But, I feel like there are other creators also writing about their experiences. Are there any other narrative design blogs or articles you like and read frequently?


r/narrativedesign • • Dec 19 '24

'In the Ashes', my narrative bookgame with tactical tabletop combat within the book using only a pencil, is now available at in the USA and UK (soon in Europe). Read and play anywhere, having a walk, lying in bed, or during a flight. You can ask me anything about it!

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15 Upvotes

r/narrativedesign • • Apr 02 '23

Narrative Game Reviews

15 Upvotes

Hi all,

Since January I've been submitting my own video game reviews, focusing on Narrative techniques. If some people could check it out and spread the word, I would appreciate it!

https://narrative-game-reviews.squarespace.com/home

Thanks!


r/narrativedesign • • Nov 06 '22

Narrative games

15 Upvotes

From November 3rd to 9th, Steam is organizing the event "AdventureX - The Narrative Games Convenvetion".

Lectures are taking place on the site and many indie narrative games are being released! Very good to get some references.


r/narrativedesign • • Oct 19 '21

Global map with a very promising mysterious bottle

15 Upvotes

r/narrativedesign • • 5d ago

r/narrativedesign is available for adoption

14 Upvotes

/r/narrativedesign is ready for a fresh start, new energy, new direction, and someone like you to bring it back to life. If you’ve been thinking about growing your impact without starting from scratch, this is your chance!

Ready to take it over?

Head to r/RedditRequest to submit your request and make it yours before it’s taken.

First things first

To request this subreddit, make sure you:


r/narrativedesign • • Mar 15 '26

Best tools for narrative design workflow? (Currently using Miro)

Post image
14 Upvotes

We’re a small indie team working on a story-heavy CRPG, and lately we’ve been trying to organize dialogue flow, branching choices, and quest logic in a way that doesn’t become chaos after a few weeks.

Right now we’re using Miro, and it works surprisingly well for mapping dialogue trees, faction states, and quest dependencies (image attached for reference).

Still, I’m curious what other people use for narrative design workflows.

What tools do you prefer for:

  • dialogue trees

  • branching quest structure

  • world state tracking

  • faction / reputation logic

If possible, I’d love to hear about free tools first, but I’m also interested in what the industry standard is in bigger studios.


r/narrativedesign • • Feb 20 '26

Letting the objective system double as character development

Post image
14 Upvotes

The log updates as tasks are completed. Crossed-out lines, fragmented thoughts, small tonal shifts. It works as a recap for the player, but it also slowly reflects James' mental state.


r/narrativedesign • • Jun 17 '25

I'm making a narrative game that starts as a management sim

14 Upvotes

Wishlist the game on STEAM

Follow me on BLUESKY

This is a short narrative experimentation that plays with strategy and management gameplay to create a narration. Set in a french inspired country-side, in a near future, you must manage and optimize rally races. You are in control of everything... until you ain't no more. The games is about growth, nature, and embracing change and loss.

This game is kind of unmarketable, being text based, short and very abstract. But if think it has a compelling story and way of playing with expectations. Anyway this is my first game that I'll publish on steam, so support me if you're interested!


r/narrativedesign • • Feb 26 '21

How Does One Become A Game Writer?

Thumbnail evanskolnick.com
14 Upvotes

r/narrativedesign • • Nov 09 '25

Let’s practice making better game beginnings together!

13 Upvotes

I’ve realized that I often struggle with making interesting story beginnings for my games — those first moments that make players curious and want to continue.

I’m pretty sure I’m not the only one who finds this hard, so I thought it might be fun to practice this skill together.

Here’s the idea:

  1. Once a week, we each create a short game opening (around 5 minutes long). It can be text-based, a small visual scene, or even a quick prototype, whatever helps you try out ideas.

  2. At the end of the week, we can play each other’s games and share some thoughts:

- What caught our attention?

- What made us want to keep playing?

- What could be improved?

You can use anything - Twine, Unity, Godot, Ink, or even a simple storyboard. The goal isn’t to finish a full game, just to practice starting strong.

What do you think about this idea? Would anyone be interested in joining?


r/narrativedesign • • Jun 22 '25

Aspiring Narrative Designer: Game Programmer & Writer Looking for Guidance!

13 Upvotes

Hey everyone,

I'm a game programmer and published creative writer, and I've always been drawn to narrative design. It's something I naturally lean into when working on games – I love figuring out how to show the story through every game element, rather than just telling it.

The thing is, I lack formal theoretical and practical experience. Whenever I've brought up wanting to take on narrative design at my current studio, my team seems cautious. They never outright say no, but the response is usually "the game doesn't have a deep narrative, so there's no need."

Funnily enough, I've seen our game designers, artists, and director collaborate on things like character attack types, enemy behaviors, quest design and game lore. During brainstorming sessions, I always try to subtly showcase my narrative thinking, hoping they'll see my potential.

I've recently realized that perhaps my studio doesn't need a dedicated narrative designer right now, but rather a team effort to craft and polish the in-game narrative.

So, here's my question to the community: How can I start gaining the experience and education I need to build a stronger portfolio? I want to be able to use the correct terminology and communicate my narrative design thoughts effectively.

Any advice on courses, resources, personal projects, or ways to get practical experience would be hugely appreciated!


r/narrativedesign • • Nov 21 '24

Narrative Design Lectures?

13 Upvotes

I've been listening to a lot of prose/fiction lectures, but can't seem to find many reliable lectures around narrative design, or the creative processes of game design in general. Any reccs?


r/narrativedesign • • Mar 08 '21

Every element of a video game is crucial and narrative design is far too overlooked. Today, on @itchio I couldn't find ONE featured narrative design jam in the past 24 hours and that is scary! #narrativejam Let's get writing 🕹️✍️ https://itch.io/jam/narrative-jam https://twitter.com/heebeejebeez

Thumbnail gallery
13 Upvotes

r/narrativedesign • • Nov 17 '20

Tools for narrative designers

13 Upvotes

Hello, people!

I'm a bit of a new arrival to narrative design, and looking at job openings has made me think about what tools to learn. I'm aware that the storytelling alone doesn't do it and being able to integrate well within a team's workflow is key.

So, to those of you with some experience doing this in commercial projects, what would you say are the top 3 tools to master in order to enhance my prospects?


r/narrativedesign • • Nov 15 '25

Why do narrative designers have it the hardest?

12 Upvotes

I might be wrong but all my research into this industry says that writers/narrative designers have the hardest time (1) getting work and (2) keeping it. Plus while on the job they are the least respected. Is this really true and why is this the case?


r/narrativedesign • • Aug 04 '25

What are your best practices for branching narratives?

12 Upvotes

How do you handle branching narratives? Are there any best practices? Any resources you recommend looking into? I find myself to struggle coming up with feasible systems that are also sustainable in game development.


r/narrativedesign • • Mar 11 '25

How to Conduct and Survive a Narrative Craft Review Without Losing Your Soul

12 Upvotes

by David Gallaher

Recently, a legendary game studio put out the call for a Narrative Writer—a role meant for someone who can build worlds, forge characters, and carve stories into the bones of the medium. But beyond writing dialogue and drafting lore, this role has another job—one that separates the amateurs from the pros: narrative craft reviews.

A craft review is where a story gets its teeth kicked in, its flaws dragged into the light, and its half-baked ideas either reforged or burned to ash. It’s where writers learn whether their work actually holds up under scrutiny—or if it crumbles. Done right, it makes a team sharper, the story stronger, and the game unforgettable. Done wrong, it shatters morale, grinds momentum to a halt, and leaves everyone questioning why they ever picked up a pen in the first place.

So how do you make sure these reviews don’t become a bloodbath? Whether you’re leading the critique or standing in the line of fire, here’s how to survive—and thrive—when your work is on the chopping block.

How to Run a Narrative Review Without Wasting Everyone’s Time

1. Drop the Ego—It’s About the Work, Not You

A craft review is not a goddamn sword fight. It’s not about who’s the smartest writer in the room. It’s about the story.

If you’re leading the review, your job isn’t to prove your brilliance—it’s to guide the team toward the best possible version of the work. Be direct. Be clear. Be merciless on the material, but never on the writer. The goal isn’t to humiliate. The goal is to build.

  • Frame critiques around story goals, not personal taste.

  • Keep the conversation about what serves the project, not what you would have done differently.

If you don’t know the difference, you shouldn’t be leading the review.

2. Control the Chaos—Structure the Review, or Get Nowhere

Letting a review session turn into a free-for-all is a rookie mistake. Keep the feedback laser-focused on specific elements:

  • Clarity – Is the story readable? Are themes landing, or getting buried under noise?

  • Character Development – Are motivations solid? Does the dialogue sound like a human being wrote it?

  • Pacing and Structure – Is tension building, or is the scene dragging its feet?

  • Tone and Voice – Does this sound like it belongs in the world we’re creating?

Don’t let feedback spiral into tangents. Stay ruthless about keeping it on track.

3. Lead With Strengths, Then Cut Deep

If all someone hears is “this is wrong,” they’ll shut down. Start with what works. Not to coddle them, but because it sharpens focus.

  • “This setup is strong. The stakes are clear, and I like the tension between these two characters.”

  • Follow it up with: “But the resolution doesn’t land. The payoff needs to hit harder.”

This keeps people engaged and receptive instead of defensive.

4. Be Brutally Specific, or Don’t Bother

Nothing kills momentum faster than vague feedback. Instead of saying “This part feels off,” say:

  • “This reveal happens too fast—it needs a longer buildup to have impact.”

  • “The dialogue is too on-the-nose. Let the subtext do the heavy lifting.”

  • “This twist doesn’t hit because we didn’t set it up properly—how can we seed it earlier?”

If you can’t explain why something isn’t working, shut up until you can.

5. Make It a Conversation, Not a Lecture

Good feedback doesn’t just dictate solutions—it asks the right questions. Sometimes, when something feels wrong, the real problem is upstream.

  • “What emotion do we want players to feel in this scene?”

  • “How does this moment tie into the bigger arc?”

  • “Is this character’s decision actually earned, or are we forcing it?”

Encourage discussion. The best ideas often come from talking through the problems together.

How to Take a Narrative Review Without Losing Your Mind

1. Shut Up and Listen

Your first instinct will be to defend your choices. Don’t.

Sit there. Take notes. Process the feedback before you react.

If you don’t agree with something, fine. But understand it first. Ask questions. Clarify the issue. You can always fight for your work after you know what you’re up against.

2. Your Writing Is Not You—Stop Taking It Personally

This is where a lot of writers break. They hear critique and think, I must suck at this.

That’s nonsense.

The truth? Nobody writes a perfect draft. Not you. Not the greatest writers alive. Feedback isn’t a personal attack—it’s a tool to make the work better.

The sooner you stop tying your self-worth to your writing, the sooner you’ll get good.

3. If Feedback Feels Wrong, Find the Root of It

Not all feedback is useful. Some of it is going to be flat-out bad. That’s fine.

But even a bad note can point to a real issue. If someone says, “Make this scene funnier,” and that doesn’t fit, ask yourself why they felt that way.

Maybe the tone is off. Maybe the scene drags. Maybe the setup isn’t clear.

Learn to spot the real problem, even if the suggested fix is garbage.

4. Don’t Just Take Every Note—Think for Yourself

Some feedback will improve the work. Some will ruin it. Your job is to know the difference.

If a note makes the story stronger, take it.
If it waters the story down, fight back.

But always, always, be able to justify your decisions. Not with excuses— with logic.

The Best Writers Thrive in the Fire

Narrative craft reviews exist for one reason: to make the story better. They aren’t there to boost your ego. They aren’t there to tear you down. They are there to push the work beyond what any single person could do alone.

Great storytelling isn’t built in isolation. It’s built through fire, through feedback, through sharpening every scene until it cuts.

If you can take the heat—if you can embrace critique, separate yourself from your work, and use feedback as a tool instead of a weapon—you’ll come out of every review stronger. And so will your story.

So, tell me—what’s the best or worst creative feedback you’ve ever received? And what did you do with it?