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Concept Portfolio

Otumno

A Dark Medieval Fantasy Narrative Experience

In the shadow of King Kaffar's corrupted throne, Dimas fights not for glory, but for his own soul.

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Act I

The Project

This concept portfolio documents my narrative design process for Otumno—a dark medieval fantasy ARPG where every choice echoes through a corrupted kingdom.

Project Overview

EngineUnreal Engine
Genre3D Action Adventure / PvE
TypeQuest
Duration8 Weeks
ToolsArcweave, Sheets/Excel, PPT/Slides, Miro

Role: Narrative Designer

  • 01Quest branching dialogue writing, design, and implementation
    Quest branching dialogue writing, design, and implementation
  • 02Bios, barks, and voice-over scripts
    Bios, barks, and voice-over scripts
  • 03Character design
    Character design
  • 04Location and building design
    Location and building design
  • 05World building (+ game cartography)
    World building (+ game cartography)
  • 06Storyboarding and script design
    Storyboarding and script design

Design Goals

01

Build a narrative-focused project beginning with research and finishing with documentation tailored for team collaboration.

02

Create branching and linear dialogue that is congruent with the characters and seamlessly leads to gameplay.

03

Create clear and digestible character, location, and script materials for art and design teams and team collaboration.

Act II

Storyboard

Visualizing the opening sequence: from the siege of the castle to the ritual's dark twist. Each shot designed to establish mood, character, and the central conflict to collaborate with the art and marketing teams.

01

Worldbuilding Integration

Designed shots with worldbuilding in mind, creating a sequence that can be used as the intro cinematic leading into character creation.

02

Art Team Collaboration

Included clear location, camera view, and action for use by the art team.

03

Character-Centric POV

Wrote text in the POV of the main character to maintain continuity with the character-centric narrative of the game.

04

Efficient Communication

Designed a storyboard prototype with simple assets for quick and efficient communication between teams.

Opening Sequence

The Siege

Extreme long shot of a Trebuchet attacking the castle walls.

Exposition

The Map

King Kaffar plotting invasion on a tactical map.

Inciting Incident

The Reveal

Acolytes summoning dark magic in the Throne Room.

Environmental Storytelling

The Blight

Corruption decaying a flower in real-time.

Narrative Irony

The Lie

Peasants rejoicing, unaware of the King's dark pact.

The Twist

The Ritual

The heir courts the darkness again.

Act III

Characters

Characters built from Jungian archetypes, each carrying their own narrative weight. Their barks, bios, and design documents create a foundation for voice acting and animation teams.

01

Character Research & Design

Researched, designed, and fleshed out character motivations and personality to reflect narrative themes, combat functions, and game mechanics.

02

Bios & Barks Writing

Wrote the character bio and gameplay barks using their design, combat function, and Jungian personality archetypes in mind.

03

Weapons & Combat Design

Designed unique weapons and attacks for each character, as well as named and described their attacks (with GIFs), in support of Combat Design.

04

Character Polish

Polished the characters' personalities, bios, and barks based on the finished character designs.

Dimas serves as the player's avatar through a world of moral ambiguity. His dual combat styles—soldier and slave—reflect his journey from loyal captain to outcast survivor.

  • 1Dual combat identity: trained soldier precision vs desperate survivor brutality
  • 2Character arc mirrors player's moral choices throughout the game
  • 3Voice lines shift from confident commands to hardened survival instincts
Tragic Hero

Dimas

The Fallen Soldier

Age 23. A former regiment leader turned slave. Once the King's most trusted captain, Dimas discovered the dark pact that fuels Kaffar's conquest. Branded a traitor, he fights to expose the truth—even if it costs him everything.

Character Design
Dimas design
Voice Lines / Barks
Dimas barks documentation
Act IV

The World

Every corner of Otumno tells a story. From the corrupted castle halls to the struggling villages beyond its walls, the environment is a character unto itself.

The Kaffari Kingdom

Once a prosperous realm, Otumno fell into darkness when King Kaffar made a pact with entities beyond mortal understanding.

Now the land itself rots—flowers wilt at the touch, water turns brackish, and the sun seems dimmer with each passing day.

The common folk whisper of a curse, but only those who stood in the throne room that fateful night know the truth.

Core Themes
  • Corruption & Redemption
  • Cost of Power
  • Truth vs. Perception
  • Individual vs. Kingdom
World Building Documentation
Act V

Linear and Branching Dialogue

Dialogue systems that feel alive—where every conversation remembers your past and shapes your future. Designed for player agency without sacrificing narrative coherence.

Quest Choice Dialogue — Interactive Prototype

Step 01

Quest Design

Each quest begins with a clear objective but offers multiple paths to resolution. Player choice impacts both immediate outcomes and long-term relationships.

Quest Design
Step 02

Branching Logic

Using Arcweave, I designed dialogue trees that respond to player history, faction standing, and previous choices. No conversation exists in isolation.

Branching Logic
Step 03

Character Voice

Each character has a distinct voice derived from their background, archetype, and relationship to the central conflict.

Character Voice
Voice Direction

Voice Over Scripts & Direction

Dimas VO Script
Dimas
Goddek VO Script
Goddek
King Kaffar VO Script
King Kaffar
Sirrus VO Script
Sirrus
Epilogue

Let's Write the Next Chapter

Every great story needs collaborators. If you're building worlds that need voices, characters that need souls, or narratives that need structure—let's talk.

The best narratives aren't written—they're designed. Every choice, every word, every moment of silence is architecture.
John McKeown