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Narrative Case Study · Team Project

Two of Parts

A first-person blackjack game about grief, compulsion, and a robotic cowboy trying to win back the parts of his lover from a casino that never stops dealing.

Role
Narrative Lead
Timeline
14 Weeks · Jan – Apr 2025
Team
9 (5 artists, 3 designers, 1 musician)
Tools
Figma, Excel, UE5 Blueprints, Trello
14Week Production
9Team Members
3Dialogue Layers
4+Lore Deliverables

The Premise

Two of Parts is set in a cyberpunk-meets-wild-west future. You play Jack, a grief-stricken robotic cowboy gambling for the literal parts of Penny, his lover—stolen and sold piece by piece by the house.

What I Owned

As narrative lead I shaped the world bible, dialogue structure, bark systems, and collectible lore. I documented the work the way strong narrative portfolios do: premise → constraints → systems → proof in-game—the same scannable case-study flow I use on solo UX work like myMinecraft inventory redesign.

Step 01

Context

Blackjack is the loop; narrative is the reason to stay in it. My job was to make the casino feel morally uncomfortable and emotionally specific without pulling players out of the table.

Narrative Goal

How might we tell a love story through systems—where every hand dealt and every part bought advances grief, not just progression?

Step 02

Constraints

These were the boundaries that shaped every narrative decision. Like UX requirements, they turned vague “more story” requests into deliverables the team could schedule.

No Real Pre-Production

Teams formed in week one. Narrative had to define tone, cast, and delivery formats fast enough for art and design to build in parallel.

Two Audiences at Once

Casual blackjack players needed clarity without friction. Story-focused players needed payoff without mandatory cutscenes.

Silent Protagonist

No VO budget for Jack. Emotion had to land through barks, UI copy, environment, and collectible text instead of performance.

Animation Limits

No cinematic pipeline. Anything that looked like a “cutscene” had to be reimagined as dialogue, artifacts, or environmental storytelling.

Step 03

Worldbuilding

I wrote a concise world bible before dialogue or artifacts so art and level design could own environmental storytelling. It stayed short on purpose: tone, factions, and character wants—not lore encyclopedias.

Worldbuilding documentation and tone references for Two of Parts
The bible grounded character voice and casino atmosphere so barks and shop entries could be written in parallel with greybox layout.

Step 04

Dialogue Systems

Dialogue had to do three jobs at once. I separated them the way narrative designers document “story layers”—so engineering and audio knew what to implement and when it fires.

Tutorialization

The bouncer sets tone and stakes on entry. Mr. Tortorial runs a no-stakes blackjack round on an abandoned dealer-bot—skippable for experienced players, essential for everyone else.

Ambience

The casino stays loud and indifferent. Patron and bouncer proximity barks sell a world that keeps moving while Jack is trapped in the loop.

Motivation

Dealer barks anchor the core loop—a snarky, condescending voice that playtesters cited as the reason they kept playing one more hand.

Dialogue flow and bark implementation notes for casino characters
Tutorial, ambience, and dealer motivation mapped to triggers and priorities so the table never felt silent—or overloaded.

Step 05

In-Game Artifacts

Shop purchases unlock data entries—letters, voice-note transcripts, journal fragments. This was our answer to “no cutscenes”: readable, skippable story that still rewards attention.

Onboarding Entries

The first data entries on spawn establish who Jack is, who Penny was, and why the casino matters—before the player wins a single part.

Shop-Gated Lore

Each purchased part unlocks letters, voice-note transcripts, and journal fragments. Progress in mechanics doubles as progress in emotional arc.

In-game data entry UI showing collectible lore tied to shop purchases
Entries tied to mechanical milestones so narrative pacing followed the economy, not the other way around.
Close-up of an artifact entry with journal-style typography
Voice and formatting shift per character—dealer snark vs. Penny’s intimacy—so players could feel who was speaking without VO.

Step 06

Reflection

This was my first large interdisciplinary team project. The biggest lesson: narrative scope has to be expressed as systems and counts—how many barks, how many entries, which beats are mandatory—so production can trust the plan.

Pairing dialogue with data entries kept asset load manageable while preserving clarity and emotion. If I were pitching this to a studio today, I’d lead with the premise reel, then walk constraints, then show one artifact chain end-to-end—the same proof-first order that makes UX case studies like Minecraft easy to scan for hiring managers.