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Celestory

Conditions of the projects:  Internship of 2 months in Celestory as a Narrative Designer.


My projects were under the direction of Pierre Lacombe and Gabriel Feraud.

As a narrative designer for Celestory my missions were to transcribe a manuscript into a basic playable game. The rest of the artwork had to be done by another part of the team. 

From a PDF

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To a blueprint script

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I learned how to use their engine and created intricate blueprints to best transcribe the booklet gameplay and emotion while you read it. From a messy layout, I learned to create sub graph to have a clean setup and lessen the risk of bugs.

Here is an exemple with a throw of dice: 

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The first graph is big and bulky. It is a good base but can create knots in the graph because it takes a lot of space and also causes bugs if not wired properly.

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The solution it to create a sub-graph which will contain the function.

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The sub-graph can, finally, be linked to the principal graph when needed. It creates a cleaner graph and also facilitate debugging and updating. 

As part of my job, I also had to integrate the text and choices inside the graph. It helped to track down any issues with the manuscript as we could see if any routes were making sense or not.

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