top of page

Yule - Eternal Night

Time is not your friend.

start screen.jpg

Yule is a demo game for PC made by a team of 3 members. It is a narrative adventure about a young girl named Nora who accidentally wanders into another dimension in a magical winter forest, and must find her way back home before sunrise, or risk being stuck there forever.

This project was selected to recieve funding during the contest "Fondo Nacional para la Cultura" from the Uruguayan Ministry of Education and Culture.

Synopsis:
Hidden from our world there is a forgotten place only known by those who wander. A place outside of time itself, stuck in eternal winter, where spirits and monsters roam freely looking for something they have lost.

Nora Marino will only get one night to escape, but first whatever weights her down she must set free, for the Frozen Realm is a jealous friend and might just pull her down to its very depths. Deep enough where she cannot ever find her way back home.

Mechanics:​​

  • Exploration of different environments

  • Positive and negative interactions with NPCs in the form of dialogue options.

  • Interactions with enemies and elements.

  • Choices that can impact the dialogue experience.

  • Failed dialogue options that can lower the player's stamina and block their progress.

My role: ​

  • Game designer

  • Game writer

  • Narrative designer

  • Project manager

Goal: To make a fantasy game with a meaningful story for young adults, and creating a main character whose journey feels relatable for modern audiences today.

flor 1.png
flor 4.png
Inicio-Recuperado_edited.jpg

In my role as project manager my tasks included organizing weekly meetings, updating trello boards and excel sheets with completed tasks, and staying on top of the rest of the team to make sure the project stayed on track for our deadline. Since this project received funding I also had to write and submit legal documents, spreadsheets with schedules and budget information, and share regular updates on our progress. Another one of my tasks was coordinating playtesting sessions where we received valuable feedback which we used to improve several aspects of our game.

Fact sheet

  • Vertical slice for a narrative platformer adventure game.

  • Genre: fantasy, mystery, slice of life.

  • Audience: young adults.

  • Platform: PC.

  • Team: 3 members + 1 external sound designer, +1 external artist.

  • Received competitive fund by the Uruguayan Ministry of Education and Culture.

For the development of this project I fulfilled several roles, each one with their own set of objectives, challenges and deadlines. This required a continuous communication with the rest of the team, and a lot of organization on my part.

bush1.png

"The Frozen Realm always claims payment for trespassing. And you are bound to pay up too."

flor 2.png
hongo 1.png

Download:

https://victoria-grunberg.itch.io/yule

Fact sheet

  • Vertical slice for a narrative platformer adventure game.

  • Genre: fantasy, mystery, slice of life.

  • Audience: young adults.

  • Platform: PC.

  • Team: 3 members + 1 external sound designer, +1 external artist.

  • Received competitive fund by the Uruguayan Ministry of Education and Culture.

Documents (click to view):

 

 

For the development of this project I fulfilled several roles, each one with their own set of objectives, challenges and deadlines. This required a continuous communication with the rest of the team, and a lot of organization on my part.

Design process:

​As a game designer I was responsible for shaping the player's journey from start to finish. The initial phase involved many brainstorming sessions and conceptualizing the game's core themes around coming of age and personal growth in a fantasy setting. Since we aimed to make a platformer adventure, I researched into similar games already on the market, and collected information on common points, and aspects that make these types of games engaging and special. I decided to design simple and intuitive mechanics commonly found in many platformer games that the player would find easy and quick to pick up.

 

An original aspect is the use of "hope" as a measure that affects the player's experience and journey. Depending on lines of dialogue the player chooses during conversations with other characters, the answers the player receives can either increase or decrease Nora's level of hope. This in turn affects her mental health, which prevents the player from unlocking certain actions or dialogue choices. This feature acts as a representation of Nora's emotional state and directly influences gameplay, because choosing negative dialogue options too many times can block the player's progress temporarily. This mechanic ties closely to the game's narrative, and serves the purpose of encouraging players to engage thoughtfully with the story and characters to create a deeper emotional connection to Nora's journey.

One of my primary responsibilities was designing the game's levels. I focused on creating diverse environments within the forest, each with unique elements and characters to interact with, enemies to encounter, and tasks to complete. The goal was to ensure that each location was not only visually distinct but also necesary places for the player to discover in order to keep moving the story forward.

 

Narrative process: 

Creating an immersive world was a key component to develop our narrative. I aimed to create a setting that was not only visually beautiful and enchanting but also deeply intertwined with the story and the characters' emotional journeys. The Frozen Realm serves as a metaphor for the characters' doubts and distress. People who are feeling lost in life become physically lost in the forest, and eventualy they end up loosing something of themselves that blocks them from leaving. For Nora, the longer she stays in the forest the more she loses her hope. ​​This worldbuilding effort was essential in making the game an immersive and engaging experience for players, encouraging exploration.

I designed Nora as a very anxious yet courageous young woman, who just graduated university but has no plans or dreams about her future. She feels lost, and is not sure about what she wants out of life. My goal was to give Nora personality traits so young adults could feel identified with her journey, but still allow her to be lightly shaped by players' decisions. One of my challenges was in creating NPCs with original background stories and troubles, so they would also have reasons to be stuck in the Frozen Realm, but in a way that wouldn't feel too repetitive with Nora's story.

Very early on in the development process, once I developed the characters and worldbuilding elements, I mapped the plot using Twine to figure out which choices the player could make, and where those choices would lead. As I expanded on the branching narrative, I realized that I needed to decide which pieces of information were crucial for the player to receive during the game. The challenge was in providing this information in all the different paths, but in unique ways so the dialogue options wouldn't feel monotonous.

Descriptive dialogue corresponding to inventory items.

Detailed information on main character, her personality, backstory, flaws and motivation.

Sample dialogue between player and NPC in screenplay format with dialogue options.

bottom of page