Starhelm key art: a hooded merchant with a lantern and key before a gothic city

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Case study · Game writing & narrative design

Starhelm: Family Ties

A choose-your-path chapter for an upcoming game

Role  Narrative design & game writing

Format  Choose-your-path story

Chapter  III · Starhelm

Status  Upcoming game

The case study

“If you’re in the city, you’re either trouble, or you’re in it.”

01

The world

A city that lost its light

Starhelm was once a shining icon for peace, the Capital of Light. Then came the War of Roses. Now it’s a lawless arena, ruled by thugs, for thugs: the perfect place for a morally grey errand.

02

The quest

An “easy job”

A shady merchant offers 150 coins to fetch his father’s stolen Warhandol sword from a family cottage in Greenriver. He hands over the key, promises you won’t get your hands dirty… and that’s the first lie.

03

The choice

Who are you, really?

Inside the cottage there’s no treasure vault, just a sick old man and his wife. Draw steel or talk? The chapter is built so the player’s choices reveal their character, not just the plot.

My role

Narrative design & game writing.

I wrote Chapter III end to end: the world-building, the quest structure, every line of narration and dialogue, and the branching choices with their consequences.

8+

Decision points

30+

Player choices

4

Locations

6

Story items

The world building

— Narration

“A dark and gloomy business district that reeks of rotten fish and sewerage, chock-full of greedy merchants, mercenaries, assassins and lowlifes ready to sell their families for coin.”

World-building you can smell

— Shady merchant

“I need yer ’elp fetchin’ somethin’. I’ll reward ya ’andsomely for it. Dun worry, ya won’t get yer hands dirty. Just a simple trip to Greenrive’, yeah?”

Voice through spelling

— The old couple

“Please… please, take anything you want. Anything. Just leave us alone.”

The moment the job turns

Play through Chapter III

You always have a choice

Narrative design

Every choice costs something.

Five decision points take the player from a friendly offer to a moral dilemma. Early choices shape tone and information; later ones carry real, permanent consequences.

Decision 1 · City gates

Oi there, traveler. Ya look like ya could use an extra coin or two.

A

What do you have in mind?

Continue

B

Nah, I’m good.

Decline

Decision 2 · The pitch

Just a simple trip to Greenrive’, yeah?

A

Tell me more.

Lore

B

I don’t have time for this.

Decline

Decision 3 · The deal

I’ll give ya 150 coins if yer up for it.

A

I’ll get you your sword.

Start quest

B

150 is a bit too low…

Haggle

C

I’m busy with other things.

Leave

Decision 4 · The cottage

A sick old man lies in bed. His wife reads to him from a worn book.

A

Draw your weapon and confront them.

Confront

B

Keep your weapon sheathed and approach.

Talk

Decision 5 · The old couple

Please… take anything you want. Just leave us alone.

A

Calm them down.

Calm

B

Coerce them into giving you the sword.

Coerce

C

Say nothing at all.

Silence

Art direction

Every place has its own light.

A painterly, anime-inspired look set in permanent night. Colour does the storytelling: each location and branch has its own light source, so players feel the shift before they read a word.

Starhelm

Storm teal & window gold · #1C4A45

The past

Ember red · #B23A1E

The merchant

Lantern amber · #C8893A

Greenriver

Forest green & fireflies · #22402A

The dark branch

Blood red · #8C1D1D

Titles

An engraved, gilded display serif for place names and chapter cards.

Narration

An elegant italic book serif, centred, like reading from an old tome.

Interface

Letter-spaced small caps for labels, choice tags and “Tap to continue”.

To be continued…

Part I ends on the sword.

The chapter closes on the one object everyone has been talking about, without telling the player what it will cost them. Family Ties continues in Part II.

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© 2026 Made by Nagy

Sr. Creative Strategist & Copywriter