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ASTERIA

ROLE
Narrative Designer
DEVELOPMENT TIME
January 2026 - Current
TEAM SIZE
10 - 15
GENRE
3D RPG
Asteria is a 3D RPG with farming elements that takes place in the far off reaches of space in the future during the reclamation era after a slime-mould like eldritch organism spread and consumed everything in its wake. The player controls a human who has just woken up from cryosleep on a dilapidated spaceship an unknown amount of years after the slime-mould’s spread had destroyed the spacefaring infrastructure of most civilizations and flies from system to system, gathering and growing resources to fix the ship and assist a nearby space station.

Responsibilities and Contributions

I joined the team as Narrative Designer about a year into development and was allowed creative liberties over a majority of the story with some exceptions as it was still at the early stages of development. One of the very first things I did was change the plot from a grandiose story about saving the universe to a more focused story about being able to save the people and places close to and around the player. While saving the universe is not a bad plot, it is incredibly ambitious and causes concern as it doesn’t feel as emotionally grounding, which is supposed to be at the core of how RPG games capture a player’s investment and attention. Another important change done to the story was the core cast of characters themselves. The template that I was given made some characters seem more like caricatures than actual people so I worked with a fellow narrative designer and artist on the team to discuss and implement changes that would make them feel more unique and nuanced than before.
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Amara the Ship's Mechanic

One of the redesigned npcs

Key Takeaways

This role taught me a lot about collaborating within and across disciplines as previously, I had only participated in teams mostly as a producer. Communication was key to conveying problems or things that caught my attention while compromise was essential to making sure the pipeline was streamlined. I learned much about accountability not just for individuals but how it affects team success as a whole.
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