Fruitbus (Narrative Design, Game Design)


https://store.steampowered.com/app/2484130/Fruitbus

I worked on Fruitbus as a consultant, focusing on narrative and gameplay design, alongside the Krillbite Studio team in Oslo (I worked remotely). Also working on the narrative was the game director of the game as well as 1-3 freelance writers, and I was collaborating closely with level designers as well as programmers and artists.

My key responsibilities:

  • Game design
  • Narrative design
  • Writing
  • LUA implementation
  • QA testing

Since I joined the project while it was already in full swing, my most major contribrution was on the third of the three island, where I was an integral part of designing the area and its inhabitants. Here, I work in close collaboration with the level designers to figure out the most interesting way to tell the story, in a way that also fit the gameplay and progression.

The first two islands were more developed when I joined the project, meaning the areas had already been designed and tha a rough outline of the story was already in place. I was however able to put my mark on it as a writer and scripter, ensuring that the dialogues and questlines worked as intended and that all characters had a reason for existing. Sadly, some fuzzy creatures ended up on the cutting board. I also made sure that the journal and quest popups updated as they should.

Finally, I worked together with the game director on figuring out who the plater character’s Grandma, who you interit the Fruitbus from, actually was. You discover her story and relation to her throughout the game, and it was an intriguing challenge to depict her indirectly though the mutual acquaintances you met in the game.

My proudest moment in the game would be the Farewell Feast and in particular Grandma’s final letter to the player. Head to timestamp 46:50 in the video below!