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An experiment in branching dialogues. I experimented with timed dialogue options to give the player a sense of urgency that felt organic and part of the dramatic tension/world of the game. Depending on dialogue choise, the player can access either of two story paths. Each path resolves to the same ending, however each paths' interpretting during the narrative varies.
Unity3D, linocut prints, 5 minute experience
I designed, wrote, scripted, and created all the visuals.
Lost choices begin to fade
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