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Modelli fluidi astratti

Quest Design - Rea

To prioritize systemic architecture over flavor text, I aggressively scoped down the overarching lore documentation for this pitch. This is a logic-driven Vertical Slice, as the core focus is on quest flow, variable tracking, and psychosomatic gating. The playable Arcweave flowchart below serves as the core technical deliverable - explore the nodes to see the engine at work.

Scroll further for documentation. Enjoy!

Set the Mood
The Ether
The Thinning

Original OST proof-of-concept I produced in Ableton Live.

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In Rëa, narrative is a physiological engine. I define this framework as Bio-Brutalism: treating organic (neuro)biology as computational data. Standard morality systems are replaced by cognitive dissonance.

 

Player agency is directly gated by the nervous system (Amygdala, Cortex, Insula), forcing a constant friction between visceral instinct and rational thought. As trauma shifts through perception-altering rituals, the ecosystem reacts: non-Aristotelian physics dynamically terraform the playable space.

 

The character’s mental dysfunction ends up being level design.

Systemic Narrative Framework

Quest Design Overview

Narrative context

Worldbuilding Context

Systemic Context

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Ecosystem Mechanics & Physics

Rea's Terraforming

Non-Aristotelian Physics

Biological Tropes Subversion

CHARActer design: Beatrece

Biakratès/Βιακρατής

visual pillars

Pigment Absence

​​

Excessive oxygen concentration deprived organic matter of pigment.

  • Pigmentless hair

  • Pigmentless skin (translucent)

  • Pigmentless blood (translucent silver, slightly iridescent)​​​

Appearal

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Clothes are not invenotry items. They are fixed moments of choice that occur everytime Bea accesses a new environment in the Main Quest, and have effects on gameplay alignment. Thus, they can't be inventory items that player can change any moment. 

  • Transformism path: highly-covering, hood and scarfs hide her hair. Humanoid enemies can't smell human DNA - like Vrykolakaas do - and won't attack at sight.

  • Temper path: Bea makes no attempt to hide her biology. Hostile NPCs will attack at array trigger, but her equipment has a slight combat buff.

 

Pre-VS

  • Damaged human clothes & damaged breathing aid, human Athens' design. 

  • Jury-rigged combat clothes & new breathing aid, obtained by Tess during Redmart quests. This specific set of clothes is forcibly covering, to support the fact Bea is not fighting Reapers in the first part of the Main Quest in Redmart.

VS

As they meet, Niira tells Bea to find two sets of clean clothes from her wardrobe. Player's choice is now arbitrary and will influence the alignment ofgameplay approach.

Typical Aettis design, common among elves, but they are also visibly Niira's taste.

 

Aesthetic contraints

​Beatrece’s design must take distance from traditional white-haired fantasy female trope.

Her paleness must not be perceived as an aesthetic choice, nor reinforce the Eurocentric 'fair-skinned' hero. Surviving a chemically hostile ecosystem and thus having no melanin in her system, makes her look pathologically sick, emaciated and fragile (see 'skin shader' section).

Even though her biomatter is pigmentless and translucent just like flora, she is visibly not caucasian. Her facial features are mixed but vaguely asian.​​

Tech Art: Skin Shader

Tech Art: Symbiont 

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bea's game & narrative design

Core Identity & Narrative Role

Last pure human alive

Born and raised in Athens, last pure human bunker-colony (Earth’s élite - survived to floods and archaic viruses, xenophobic and unwilling to accept new society). Destroyed by Vrykolakaas.

Pure human DNA is heavily haunted, by Vrykolakaas (violent instinct) and Reapers (trading reasons).​

Trauma

  • Saw her twin brother Lukaas killed by Vrykolakaas. Thinks he’s dead.

  • Lost family and her birthplace.

  • Born dead. Niira brought them back to life by installing the Symbiont (latent until Aettis events).

  • Bea is clueless about the world she lives in.

Drive & Objectives (VS)

MAIN OBJECTIVE: find reason to voices

→ POINT OF BREAKING = Lukaas is to be saved

Drive = find Lukaas Objective = find a way to Hades

  • Act 1

    • Drive = seeking answers

    • Objective = find Niira in Aettis

  • Act 2

    • Drive = seeking answers

    • Objective = unlock Aletheia and bypass elevators to the Lyceum (“Oracle”)

  • Act 3

    • Drive = meet Herself in the Thinning (seeking answers)

    • Objective = access the Thinning

​​

Character Arc

Core Gameplay Functions and Mechanics

Act 1

  • Lack of player empathy

  • Unlikeable

    • Arrogant and rude

    • Unpredictable

  • Incomprehensible

    • Lack of backstory context

  • Psychological disfunction

    • Forced Amygdala dialogue option

Act 2

  • Player empathy

  • Likeable

    • Pivotal personality change (Aletheia)

  • Comprehensible

    • Backstory context

  • Psychological switch

    • Functional somatic dialogue options

Act 3

  • Motivational drive

  • Objective acquisition

​​

  • Breathing system evolution

    • Breathing Aid (pre-VS)

    • Breathable atmospheric barrier (Act 1 and 2)

    • Symbiont awakening (Act 3)

  • Symbiont

    • Resource management

    • Fed by lichens

  • Allignment (UI = sliders)

    • Hybris vs Ethos (narrative branching)

    (No PoC in VS)

    • Ikore vs Rot (interaction with world)

    • Temper vs Transformism (conflict approach)

Dialogue System

  • Choices are somatic, based on brain areas

    • Amygdala = defensive, rude, arrogant

    • Cortex = rational, pragmatic

    • Insula = empathetic

  • Dialogue outputs are unpredictable

    • UI = icons, no textual context

  • Act 1 - before Aletheia state unlock

    • All choices are clickable, but Amygdala output is forced

    • UI = Cortex and Insula icons are glitched

  • Act 2 - after Aletheia state unlock

    • Somatic choice has proper output

    • UI = all icons are functional

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Beat #1 - The Loam

Cognitive dissonance, player gating and exploration 

Quest Flow Context:

Quest Logs - Player Gating

NPC Dialogues (linear)

Cognitive Dissonance

Items

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BEAT #2 - NIIRa's Room 

Environmental Storytelling and information drop-feeding

Quest Flow Context:

Quest Logs - Player Gating

Environmental & Emergent Design

Information drop-feeding

Cognitive Dissonance

Interactibles

Niira Dialogue (linear)

Information drop-feeding

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Items

Oxytocin

Cortysol

Endorphines

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BEAT #3 - tHE tRIP & tHE aLETHEIA

Resonance, screenplay and cinematics

Quest Flow Context:

Salvia Divinorum

Aletheia

Quest Flow Logic:

Inhale?

Choice #1: Inhale?

Choice #2: Inhale?

hasAletheia = true;

Quest Logs - Player Gating

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Resonance -  Hybris vs Ethos

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Art Direction

Ether Bea's Matrix ("Omni-Bea")

Cinematics and camerawork

Tech Art - Bea's Mind (Ether Instance)

 

Mandelbrot

Fibonacci

Neurons

Ikore

BEAT #4  - the catharsis

Branching dialogue, narrative context

Quest Flow Context:

​Player's  perception shift

Psychosomatic Dialogue Options

Motivation collision

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Quest Logs - Player Gating

Quest Flow Logic:

Aletheia

Oracle 

Niira Dialogue (flavor branching) 

 

Backstory context

Branching

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Oracle Interaction

 

Logs

 

Psychosomatic Gating

BEAT #5  - the thinning  & the myth

Art Direction, screenplay and cinematics 

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Quest Flow Context:

 

Omni-Bea

 

Orpheus & Eurydice

Quest Logs - Player Gating

Narrative Design:

 

Revelation

Macro objective acquisition

Omni-Bea Dialogue (linear)

 

Myth​ - Orpheus & Eurydice

Narrative Context

Art Direction

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Narrative Context:

Cinematic Design

 

Camerawork

Art Direction

BEAT #6  - the bismuth

Narrative Climax and Technical  Art 

Quest Flow Context:

 

Quest Design:

 

Core ability acquisition

Emotional Turning Point

 

Bismuth Mechanics (future implemention):

 

Weapon Upgrade

Combat

Hysteras

Matter Manipulation (combat)

Bismuth Narrative Context

 

Narrative role (hysteras)

 

Weapon upgrade

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Bismuth Tech Art

 

Liquid Form

Solid Form

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macro Narrative overview

Post-VS

Some images utilized in these mockups were referenced from external sources to expedite the prototyping process. Full credit to original photographers.

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