Laguna
Role: Writer and Narrative Designer
Developer: Portaplay / Bird Island
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A Narrative RPG with Turn-Based Combat
Laguna sees you take the role of Jerek, a lowly Corporate tech thrust into events beyond his control. The Collapse has begun and the machines on Terra are going haywire. You are able to control a select few thanks to a device developed by your mentor, Dr. Linden. But Linden has gone missing and, along with her, any hope of bringing the rogue machines to heel.
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Laguna uses a traditional RPG format which has players take quests, explore, and fight enemy robots with the help of their trusty PALs (Personal Autonomous Laborers). Working with factions, NPCs, and their own skills, players attempt to find Linden while also resolving many fresh dilemmas.
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Laguna is an unreleased project, developed to a demo stage.
My Role

Writing and Narrative Design
On this Project I:
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Mapped out and plotted the overall narrative.
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Wrote dialogue for conversations and events, as well as text for character bios, items, and tutorials.​
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Created Quest Lines for the main story and side content.
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​Worked with the art and level design teams to develop our locations and encounters.
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Worked with our mechanical designers to ensure cohesion between story and systems.
Unique Project Features
An RPG with Robust Factions
Laguna takes place in a time of crisis and it's only natural that the occupants of its world have splintered into groups. The game places a large emphasis on its factions for worldbuilding, quest structure, and personality.
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As part of the narrative team, I helped construct the 3 main factions in the game, as well as their quest lines.
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The unionized Deckers use their collective technical prowess to keep everything running, while the Admin insist on regulations and order. The Rovers are just there to have a good time at the end of the world, but despite the tenuous balance between the three, something is bound to break sooner or later.




