All projects03 / Narrative design

Action · Three-act structure · Branching ending

The Shooter

A return to the arena. A reckoning with the past. A mission-based story that puts the final decision in the player’s hands.

My contribution: narrative rewrite, character voice, and structural development

Developed for a Game Narrative Design course on Coursera. The instructor supplied the original premise; the rewrite and narrative structure are my work.

Jane was a rising talent in the League of Shooters until a rigged match killed her brother Jacob and cost her an eye. Jake, who engineered the violence, used the chaos to seize the League’s presidency.

Years later, Dead-Eye Jane returns with Jacob’s weapons and a determination to expose the truth. Her ally Emily helps uncover a league built on sabotage, manipulated rules, and hidden evidence. Jane’s fight is personal, but it disrupts an entire corrupt institution.

“Well, if it ain’t Dead-Eye Jane! Come to lose again?”

Jake · Original character voice sample

Dead-Eye Jane

Resilient, loyal, and quietly warm. Rage gives her momentum; the memory of Jacob keeps her grounded. Her arc moves from grief toward justice and release.

Jake

The League’s president: ruthless, calculating, and unrepentant. His cane announces his presence before he appears. His fatal weakness is overconfidence.

Emily

An old friend and practical ally. She helps Jane piece together the truth, disrupt surveillance, and prepare for the final confrontation.

The League’s enclosed arenas build pressure. A single optional mission at Jacob’s grave breaks that pattern with an open, quiet outdoor setting.

Early missions take place in concrete rooms with static targets, speakers, and a wall fan. Windows reveal no outside view, keeping the space enclosed. Light shifts between pale green and grey.

Moving targets

Larger arenas and faster targets turn increasing difficulty into a physical change in the setting.

Deceitful guidance

Speaker directions become unreliable under Jake’s influence. Sabotage reaches the player through a system that previously helped them.

Unstable light

Changing illumination forces the player to refocus while tracking targets, combining atmosphere with mechanical pressure.

Twelve main missions carry the three-act arc. Optional missions provide practice, lore, and emotional breathing room.

Act I

The Reawakening

Jane returns, rebuilds her alliances, and learns the shape of the institution she is fighting.

  1. 01

    Return & Reload

    Registration, Jake’s contempt, and a flashback establish the stakes before the tutorial.

  2. 02

    League Trials I

    A fair timed challenge establishes the competitive rhythm and standard rules.

  3. 03

    Bonds

    Varied targets introduce mechanical complexity; Emily reveals the extent of the betrayal.

  4. 04

    Sabotage

    Jane discovers the hidden gear room and gains access to new equipment.

Optional missions

Training Day — Extended tutorial practice.

Memorial — A quiet visit to Jacob’s grave.

Act II

Eye on the Enemy

Sabotage becomes explicit. The mechanics make the institution’s hostility something the player experiences.

  1. 05

    League Trials II

    Faulty gear and corrupted scoring turn a rigged match into a narrative reveal.

  2. 06

    Unruly

    Live opponents raise the pressure; slow-time becomes a new tactical tool.

  3. 07

    Network Down

    Jane and Emily disable surveillance, enabling a clean level and a gear upgrade.

  4. 08

    Fire on the Front

    A public duel with Jake’s lieutenant begins to fracture his alliances.

Optional missions

The Log — Alan’s journal documents how Jacob’s death was arranged.

Act III

One Last Round

Evidence becomes public. Every accumulated mechanic leads to a final duel and an unresolved moral choice.

  1. 09

    League Trials III

    Rigged opponents, gear, and directions require every tool learned so far.

  2. 10

    Uncovered

    The truth reaches the League; the terms of a one-on-one maze duel are set.

  3. 11

    Final Shot

    A maze of traps and confrontations brings the narrative to its climax.

  4. 12

    The Clearing

    The aftermath unfolds through dialogue. The player decides: exile or death.

Optional missions

Gunsmith — Preview the maze and help Emily build a prototype weapon.

Reflection — Play a flashback as Jacob and unlock his unsent letter to Jane.

Another world awaits

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