MANON DURRIEU
Writer & Narrative Designer
The Session
« You are Carla, an experimented profiler able to explore her patient's memories. Today, you've been mandated to prob the mind of James Matheson, a serial killer suffering from amnesia. »

Production
The Session is a gameplay and narrative prototype. This project's main goal was to design new systems for an unannounced IP involving memory loss and supernatural abilities. The player had to probe his unusual patient's mind to unlock his recollections of murders.

My role
NARRATIVE DESIGNER
I was in charge of the prototype's narrative content. In The Session, I :
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developed the game's narrative path
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designed each quest's investigation
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designed narrative systems in collaboration with the project's game designer
WRITER
As a writer, I :
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designed and wrote non-linear dialogues
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wrote cinematics, events, in-game text documents...

Writing samples
Read it here!

Narrative design documentation
Car Crash:
First scene's quest draft. The story takes place right after a car crash involving the serial killer and his victim. Due to his amnesia, the killer rediscovers the scene as the player interacts with the environment.
Read it here!
Preying on the Wicked:
After solving the first scene main puzzle, the player is teleported to a new setting: a busy street in Boston. Like in the previous chapter, the player has to understand how to unlock the killer memory.
Read it here!