Narrative Design Case Study

Space Odyssey

Visual novel narrative design & UX writing for an interactive refugee story.

Role Lead Researcher · Narrative Designer · UX/UI Designer
Platform Figma
Timeline Semester-long academic project
Narrative Design UX Writing Branching Narrative Character Design Playtesting

Overview

Space Odyssey is an interactive visual novel exploring identity, displacement, and survival through a branching sci-fi narrative. Players navigate a war-torn galaxy as a customizable protagonist making choices that shape relationships, moral standing, and story outcomes across three chapters.

The Challenge

Create a branching narrative system where player choices feel meaningful, character voice remains consistent across divergent paths, and moral complexity drives emotional engagement without relying on binary good/evil mechanics.

Initial playtesting revealed critical issues:

Research & Approach

I grounded the narrative redesign in the Narrative Taxonomy of Choices, focusing on creating moral tension even when choices were structurally constrained. The goal was to make "fake" choices feel emotionally real by embedding them in character relationships and worldbuilding consequences.

Key Design Principle: Illusion of agency matters as much as actual branching. If players believe their choices reflect their values, the narrative succeeds — even if paths converge later.

Narrative Iteration Process

First Iteration

Second Iteration

Third Iteration

Character Design & Voice

I developed three main characters with distinct voices, backstories, and emotional arcs:

Zaira Morvayne

Age 39 · Doctor · Herbalist. Intellectual, sharp, emotionally guarded. Witty and prone to pessimism. The family's anchor — stubborn, brilliant, disorganized.

Sorin Morvayne

Age 44 · Skymarshal. Direct, commanding, duty-driven. Carries the weight of every soldier he's lost. Buries his soft heart under armor and discipline.

Orius Morvayne

Age 17. Uses humor to deflect pain, seeks his father's approval but never gets it. Soft heart hidden under sarcasm — the emotional core of the story.

Narrative Structure

I designed a three-chapter branching system:

Playtesting & Results

After Iteration 2

  • Playtesters immediately identified weak points in narrative illusion
  • Feedback shaped the decision to introduce sub-narratives rather than purely linear branching

After Iteration 3

  • Players reported stronger emotional investment in character relationships
  • Moral tension made choices feel consequential even when mechanical outcomes were limited

Key Learnings

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