🎮 Quest Log – Level Design Progress #2: Refinement & Collaboration

 

🧭 Current Objective

Refine Level 1 of Judgement Day through client feedback, team coordination, and narrative improvement.


📬 Client Communication & Feedback

Over the past week, I shared our team’s current progress with our client, Professor Iva Youkilis, to gather feedback on both the structure and narrative direction of the game.

The response was very encouraging—she noted that the project is “shaping up really nicely” and highlighted the strength of our overall concept. However, she also provided an important suggestion that helped guide the next phase of development:

The narrative should emphasize the human stories behind each sin, rather than presenting souls as simple examples.

She specifically referenced Francesca (Circle of Lust) as an example of how Dante portrays sinners as complex individuals with emotions, motivations, and personal struggles—not just moral categories.


🤝 Team Coordination

After receiving this feedback, I shared a summary with the team to ensure everyone was aligned moving forward.

Key coordination steps included:

  • Communicating the importance of stronger narrative depth
  • Encouraging consistency in tone, structure, and dialogue
  • Continuing to collect and organize each member’s Twine files for integration into a unified experience

At this stage, our workflow is becoming more collaborative and streamlined, with clear direction on both design and narrative goals.


✍️ Level Revisions & Improvements

Based on the client’s feedback, I revised my Level 1 passages to enhance emotional depth and player engagement.

Key Updates:

  • Replaced generic or unnamed souls with recognizable or character-driven figures
  • Expanded dialogue to reflect internal conflict and human motivation
  • Strengthened Virgil’s role as a guiding voice, reinforcing moral reasoning
  • Improved reflection passages to encourage player self-evaluation

🎭 Example Improvement – Francesca (Lust)

Previously, the case focused primarily on identifying the correct circle.

Now, the interaction emphasizes emotional complexity:

  • Francesca expresses her story in her own voice
  • The player must evaluate emotion vs. moral responsibility
  • The reflection challenges the player’s reasoning:
    • Did you judge her based on her feelings… or her actions?

This shift transforms the experience from simple classification into meaningful ethical engagement, which better aligns with the learning objectives.


🧠 Instructional Design Alignment

These revisions strengthen the connection between game mechanics and learning outcomes:

  • Narrative → Understanding (learning the structure of Hell)
  • Choice-based decisions → Application (classifying souls)
  • Reflection → Deeper learning (evaluating moral reasoning)

Rather than just testing knowledge, the game now encourages players to interpret, analyze, and reflect—which supports higher-level learning.


🚀 Current Status

  • Level 1 structure: ✅ Complete
  • Narrative refinement: ✅ In progress (significant improvements made)
  • Team integration: 🔄 Ongoing
  • Client feedback loop: ✅ Active

Overall, the project is in a strong position. The focus has shifted from building core functionality to polishing narrative and learning experience, which is exactly where we should be at this stage.


🎯 Next Steps

  • Continue refining remaining cases for narrative consistency
  • Integrate all team levels into a unified Twine build
  • Prepare for final playtesting and iteration

💬 Reflection

This phase of development highlighted how valuable client feedback can be—not just for validation, but for pushing the design to a deeper level.

What started as a structured classification task is evolving into something more meaningful:
👉 a simulation that asks players to think critically about human behavior, not just categorize it.


XP Gained: Narrative Design + Client Communication + Iterative Development

Judgement Day Level Design Progress #1: Setting the Stage


 

🎮 Level Design Progress #1 – Dante’s Inferno Judgment System

The Quest Log: Gaming for Learning & Fun

🔍 Current Development Progress

For this progress checkpoint, I focused on building the foundation for my individual level within our group project. My level introduces players to the structure of Dante’s Hell and teaches them how to classify souls according to the sins described in Dante’s Inferno. The goal of the level is to prepare players for the core gameplay mechanic used throughout the game: judging which circle of Hell a soul belongs to based on their actions in life.

At this stage of development, the level structure and narrative flow are fully implemented in Twine. Players begin with an introduction guided by Virgil, who explains the purpose of their task and the overall structure of Hell. This introduction establishes the narrative context and helps players understand that Hell is divided into nine circles, each representing a different type of sin and punishment.

After the introduction, players encounter a structured explanation of the game mechanics. They learn that each soul will present their story, and the player must decide which circle of Hell the soul belongs to. Once a decision is made, the player will receive feedback explaining Dante’s reasoning behind the correct placement.

🗺 Designing the Structure of Hell

To help players understand the hierarchy of Hell, I created a section that visually introduces the nine circles:

  1. Limbo

  2. Lust

  3. Gluttony

  4. Greed

  5. Wrath

  6. Heresy

  7. Violence

  8. Fraud

  9. Treachery

Each circle is associated with a short description that summarizes the type of sin punished there. This serves as a reference point for players before they begin making judgments.

I also implemented a toggleable “Map of Hell” reference panel that players can open at any time during gameplay. This feature allows players to quickly review the structure of Hell while evaluating different souls. From a learning perspective, this supports recall and reinforces the classification system central to Dante’s narrative.

🎨 Visual Atmosphere and Environmental Design

One of the design goals for this level was to create a strong visual atmosphere that reflects the themes of each circle of Hell. To achieve this, I developed unique background environments for every circle. These images are meant to reinforce the emotional tone and symbolic punishment associated with each sin.

Examples include:

  • A somber, mist-filled landscape for Limbo

  • A violent storm and chaotic environment for Lust

  • Filth and decay for Gluttony

  • Mountains of gold and treasure for Greed

  • A violent battlefield for Wrath

  • Burning tombs for Heresy

  • Rivers of blood and brutal landscapes for Violence

  • Twisted infernal cities for Fraud

  • A frozen wasteland for Treachery

These visual environments help support immersion while also reinforcing the educational component of the experience.

🔧 Current Implementation Status

The following components are currently completed:

  • Level introduction and narrative setup

  • Explanation of Hell’s structure

  • Game rules and player objective

  • Toggleable “Map of Hell” reference panel

  • Visual background environments for each circle

  • Twine flowchart structure connecting all passages

The core structure of the level is now functional and navigable within the Twine prototype.

🚧 Next Steps

The next phase of development will focus on implementing the interactive gameplay elements. This includes:

  • Writing individual soul judgment scenarios

  • Adding player decision options for each case

  • Creating feedback passages explaining Dante’s reasoning

  • Implementing a score or progress tracking system

  • Conducting initial playtesting with teammates.

These additions will transform the current narrative prototype into a fully interactive learning experience.

🧭 Reflection

At this stage, the level successfully establishes the narrative framework, visual tone, and instructional structure needed for the gameplay system. The next step will be expanding the level with judgment scenarios that challenge players to apply what they have learned about the circles of Hell.

Overall, this checkpoint confirms that the core foundation of the level is in place and ready for the next phase of development.

🎮 Quest Log – Level Design Progress #2: Refinement & Collaboration

  🧭 Current Objective Refine Level 1 of Judgement Day through client feedback, team coordination, and narrative improvement. 📬 Client Com...