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Static Sky

Role: Writer and Narrative Designer

Developer: framebunker

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An Action-Packed Cyberpunk Dystopia

You are an Operator, a remote operations specialist who controls Stringers as they engage in covert missions for the highest bidder. Using a bevy of cybernetic implants, you direct every movement that a Stringer makes, from the march of the feet to the pull of a trigger.

 

When the game begins you are down on your luck, an Operator who has seen better days, but a desperate and lucrative contract gets you back in the game. As you take on increasingly risky missions, often leaving Stringers in your wake, you will uncover a vast corporate conspiracy with tendrils running deep into the underworld.

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Static Sky is currently unreleased.

My Role

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On this Project I:

  • Mapped out and plotted the overall narrative.

  • Wrote dialogue for conversations and events, as well as text for character bios, items, and cinematic sequences.​

  • ​Worked with the art and level design teams to develop our locations, encounters, and worldbuilding.

  • Developed the factions and corporations that occupied our world.

  • Helped with mechanical design, puzzle design, and project planning.

Writing and Narrative Design

Unique Project Features

A Fast-Paced and Efficient Story

At its core, Static Sky was an action game which saw the player engage in split second decision-making and high octane combat. As such, the narrative content had to be brief and efficient to not disrupt the pace of play.

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In mission briefs, we provided the player with goals but also hinted at the story taking place around them. When selecting your next mission, we also adjusted the mission pool to suggest changes in the story.

 

Early missions saw you taking on street gangs but the pool evolved to increasingly favor corporate infiltrations and eventually wayward experiments, and finally a strange cybernetic infestation run amok.

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Cutscenes within levels were limited, so we favored an episode structure that posited questions near the end of a mission, which would be answered in subsequent levels, often through environment design or a brief dialogue.

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Dialogue itself was built using a bark system, and again, brevity was king. One faction even spoke exclusively in emojis, allowing players to quickly parse their intent in the heat of combat.

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Samples
See some action from the game below!
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