Lithius Sky

Itch.io pageNarrative Design Document

Details

Engine: Unreal Engine 5
Team size: 10 (4 designers, 3 programmers, 3 artists)
Development period: 7 weeks

Overview

Lithius Sky is an exhilarating action-adventure game where players step into the role of a Time Ranger, equipped with extraordinary abilities. With a Slow Time ability, a Time Gun capable of freezing moving objects, as well as a Dash ability and a Grappling hook, players embark on a mission to save a village of nomadic aliens from a catastrophic meteor shower.

The game presents a unique time loop mechanic, allowing players to repeat a two-minute cycle until they successfully rescue the village. Each loop grants the opportunity to gather upgrades and unravel the spiritual journey of the nomadic culture.

My Role

I worked as the sole Narrative and Cinematic Designer for this project. I wrote and implemented the story of the game, and was responsible for how the story was told. The story is primarily told through cutscenes and voice-overs, so as to not hinder the speedrunning aspect of the game. I ensured that the narrative of the game was both the first and last thing the player experiences while playing the game, while also making sure that the player does not feel like the gameplay is hindered by it.

The cutscenes are made from pre-rendered clips recorded directly in the game engine. I edited them in DaVinci Resolve and worked with the programmers on the team to implement them properly.

I also recorded and edited all voice-overs used for the cutscenes and the in-game dialogue. The player experiences this dialogue without interruptions in the gameplay, and can therefore seamlessly shift between playing the game and experiencing the story. I prototyped the sound triggers in-engine for this dialogue system, and worked with the programmers to finalize it.

Development Process

Our team of ten, comprising 4 designers, 3 programmers, and 3 artists, kicked off by choosing our roles. I took on the narrative and cinematic designer position, responsible for shaping the story and crafting cutscenes.

We initiated the project with brainstorming sessions to define the game's mechanics and style. The consensus was a game centered around a time loop, allowing players to unlock items, abilities, and shortcuts with each repetition, leading to progress.

Using Miro, we developed mood boards, paper designs, and notes, while I collaborated with the artists to establish the game's themes.

Initially, I aimed for a serious tone, but the artists leaned toward a cartoony style. We looked to games like Journey and The Pathless for guidance, aiming to blend playfulness with spiritual depth.

Our end result successfully fused fast-paced gameplay with a serious narrative, inspired by The Pathless. The game strikes a balance between a lighthearted visual style and a meaningful story, achieved through collaborative adaptation.

Official Trailer

robinliljegren

Images

The first obstacle the player encounters in the game is a spinning platform that they need to shoot with their slow-time gun.