Bridge Command

Project Overview:

Parabolic Theatre’s immersive/interactive episodic space opera theatre games for a “crew” of live players

Roles and responsibilities

Design

Nonlinear & linear narrative design, quest design in EmptyEpsilon, design documentation, directing other actors, bug fixing, analysing playtest data and feedback, gameplay scripting, narrative quest design

Writing

Writing scripts & all supporting material including lore, NPC dialogue, failure/success systems, and extra narrative materials (posters, puzzles, “peace treaties”), audience management, topic research, pitching, image editing, iterating in collaboration with other performers departments

Process and approach

Process

Devised plot with another performer, wrote down key inflexion points for narrative to branch, developed and designed characters, shared with the rest of the team, iterated based on company directors’ feedback, opened to audiences, iterated off of audience feedback

Approach

It was important to me to build a “diplomacy” game and to share that there are more perspectives in the fictional world than the US and UK-centric space ships. It was an opportunity to do more worldbuilding and expand the “verbs” of the game away from “shoot” and “shout”. I was able to use my real-life work in the International Committee of the Red Cross, Houses of Parliament, and the Legislative Council of Hong Kong as a basis for storytelling.

Tools and technologies

Improv, EmptyEpsilon, Cantonese

Sample of work

SAMPLE

Team collaboration

Internal

Co-developed all content with other immersive creators/performers in the company, directed and was directed by other performers, was trained on how to create space battles in EmptyEpsilon

Client-side

Rapidly responded to player choice in live interactive/immersive spaceship set, time management to ensure show runtime was consistent, trained players how to play EmptyEpsilon

Result and impact

5 Star reviews, built out the world beyond the established conflict between American vs British approaches to space exploration, fan reception very enthusiastic in forums, sold well

Reflection and improvement

This was a great way of bridging the gap between live performance and video game, as it relied on improv from the actors, clear design documentation from the creators, and the instanced EmptyEpsilon spaceship battles! It used all of my skillset at the time - and I have gone on to create branching narratives and cool sidequests ever since.