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Leaf Pattern Design

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
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thinning_cut (1)

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.

Narrative Design

Worldbuilding Context

Systemic Context

Pre-VS

 

Narrative context

 

Quest Design Overview

Tech Art #1 

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)​​​

Aesthetic contraints

Appearal

​​

Pre-VS

  • Damaged human clothes & damaged breathing aid

  • Jury-rigged Redmart-ish clothes & new breathing aid

VS

 

  • Transformism path: highly-covering, hood and scarfs hide her hair

  • Temper path

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

  • Even though her skin is pigmentless and translucent, she is visibly not caucasian. Her facial features are mixed but vaguely asian.​​

Tech Art: Skin Shader

Tech Art: Symbiont 

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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