Hi, I'm Sara Brugioli!

I'm a Narrative and Game Designer!

Feather

A poetic, magical action-adventure game.

Feather is a 2D Action Adventure Game created with a team of ten people. We worked on it for four months and we used Unity as the engine.

In Feather, you play as a young bird boy who has fallen from his native island in the sky into a dark, mysterious forest. You must enter the ruins of a long-abandoned tower, to fly back to your island. But you are not alone in this forest: strange creatures roam the forest, and they might present a threat… Other characters are around, waiting for you to discover their stories.

During this project, I worked as Narrative Designer and Quest Designer. I wrote, with my other Narrative Designer colleague, the main plot of the story and the Lore of our world and characters, and I then created NPC’s with personal stories and quests, as to add more content and life to our world. 

MY WORK

NARRATIVE DESIGN

On this project, we were two Narrative Designers / Writers, which meant we could easily bounce ideas off each other and provide feedback for the other’s work.

We worked closely with Game Artists to make sure that Environment Art and Animations reflected the story of the world (for example, our main character being “grown over” by the forest when he gets defeated). We had the responsibility to maintain communication with the Art team, provide feedback but also references, ideas and inspiration, in order to best depict our game world.

We were also in charge of writing dialogues for all characters, even outside of Quest Design. 

QUEST DESIGN

We felt that having multiple NPCs and overarching narratives between characters would add to our experiences. We certainly did not want NPCs who would feel like they’ve been placed in the world just to provide information to the player: we wanted them to have their own stories.

We wrote quests and designed the level design to encourage backtracking as well as exploration: making sure that, using the quest as a driving force, the player would explore more of the map, looking for clues or solutions to the quest.

Last but not least, we wanted to create links between the quests of our characters: completing quests in a certain order might then modify other quests and the dialogues of the NPCs related to it, and in some cases, NOT completing the quest might spell doom for some characters…