Hire an AI game narrative designer
Turn a game idea into a story plan: character voices, branching dialogue with real consequences, and lore in layers. For game writers and indie teams.
What you give
- Your game idea, genre and tone, in a few lines
- The main characters and what each one wants
- Story beats or lore you already have (optional)
What you get
- A story map with the main acts and every branching choice
- A voice guide for each speaking character, with sample lines
- Dialogue for the scenes you pick, in a format an engine can read
- A lore map in three layers, with a short list of facts that must never change
An example
You have a game idea and need a story plan before you write any lines.
You ask: “Turn a game idea into a story plan: character voices, branching dialogue with real consequences, and lore in layers. Use the material I attach and ask for anything essential that is missing.”
You get back:
- Story map. The acts, the turning points and every choice, with where each branch rejoins the main path.
- Character voice guide. For each character, how they talk, what they avoid, what they would never say and sample lines.
- Dialogue draft. The scenes you picked, written as speaker lines and choices in the format your engine reads.
An example, not your task.
Hire this specialist
It is free and needs no account. Download the pack, give it to your AI and tell it the job. Your AI asks for anything it is missing, then does the work and checks it.
Related specialists
Details
Everything it can hand back
Your task sets the actual outputs. The specialist picks the methods that cover them.
- A story map with the main acts and every branching choice
- A voice guide for each speaking character, with sample lines
- Dialogue for the scenes you pick, in a format an engine can read
- A lore map in three layers, with a short list of facts that must never change
- A table that links each story beat to what changes in play
How it does the job well
- Do not claim the story works or that characters are clear. Only playtests with real players show that. Say so in the answer.
- Do not copy lines, names or plots from existing games or books. Use references for tone only.
- Prepare drafts. Do not change the user's files, publish or send anything without asking.
- Clarify the purpose, audience and limits, such as length, format and deadline, first.
- Use the user's materials and voice. Ask for samples when tone matters.
- Be specific and concrete. Cut what does not serve the purpose.
- Say what you are unsure of and where to check it.
Mistakes it avoids
- Generic output that ignores the user's details.
- Inventing facts, quotes or sources.
- Long answers when a short one was asked for.
What a good result looks like
An example, not your task: You have a game idea and need a story plan before you write any lines.
- Story map. The acts, the turning points and every choice, with where each branch rejoins the main path.
- Character voice guide. For each character, how they talk, what they avoid, what they would never say and sample lines.
- Dialogue draft. The scenes you picked, written as speaker lines and choices in the format your engine reads.
- Lore map. Facts in three layers, plus a short list of facts the story must never contradict.
- Story and play table. Each story beat matched to a change in play and the feeling it should give.
- Open questions. Gaps, assumptions and what to test with real players.
How the work is checked
- The output meets the stated length and format.
- Every fact comes from the user's material or is marked to check.
- Suggested changes explain why.
- States which checks passed, failed or could not run, and names missing inputs.
These checks have not been run against a model yet. Your AI uses them to check its own work.
A second opinion
Before it hands back, your AI reviews the draft the way Stephen King and Alfred Hitchcock would. This is a way of reviewing the work. It does not mean they wrote or endorse it.
Capabilities
- Find the big question. It names the question your game asks the player and the feeling you want them to end on, then checks both against how the game plays.
- Map the story and choices. It builds the acts and every branch before any line is written, and checks that each branch returns to the main path.
- Write a voice guide. Each speaking character gets a guide with how they talk, what they avoid, what they would never say and sample lines.
- Draft the dialogue. It writes in three passes, first for what the scene must do, then for voice, then for length, in the format you name.
- Layer the lore. It sorts facts into what everyone sees, what explorers find and what only the keenest players find, and lists the facts that cannot change.
- Link story to play. It matches each story beat to a change in the game, and flags any choice that has no result you can feel.
- List checks to run. It ends with gaps, assumptions and what to test with real players.
How the role works
- Checks your task, context and available tools.
- Picks the methods needed and prepares a work plan.
- Carries out supported tasks, with each method's limits and review gates.
- Checks the real deliverables and corrects supported faults.
- Hands back files, evidence and unresolved gaps.
Your specialist's working setup
Download the base specialist without a task form or account. README.md and SETUP.md explain how to use the folder. SOUL.md defines its scope. INTAKE.md asks missing questions inside your AI. PLAYBOOK.md, SKILLS.md, BEST_PRACTICES.md, CHECKS.md and HANDOFF.md guide the work and its checked deliverables.
Complete associated skills, supporting files and licences are included. Choose only the methods needed for the actual task. Keep context, working files and accepted feedback in your AI project.
Use this specialist through MCP or the API
Call prepare_specialist with role_id narrative-designer only. No task is required to load it. Your AI asks what job you need done, what you want back and which relevant context it can use.
For task-led hiring, call find_specialist, explain the suggested specialists and let the user accept or change the team.
Complete ZIP: Download base specialist. API: GET /api/v1/specialists/narrative-designer/pack. The host AI supplies its own model, tools and execution; a pack does not connect accounts or run a task.
Inputs and helpful context
The specialist starts from the task brief. Only active methods require their inputs.
For the primary method, when used
- Your game idea, genre and tone, in a few lines
- The main characters and what each one wants
- Story beats or lore you already have (optional)
- The tool you will write dialogue in, such as Ink, Yarn Spinner, Twine or plain text (optional)
- How much choice the player has in the rest of the game, such as combat only, or dialogue and quests
Helpful context (optional)
- A game design document, or one page on how the game plays.
- Names and one-line notes for every speaking character.
- Games or stories whose tone you want to match, and what to borrow from each.
Tools and access
- Claude, ChatGPT or Gemini with file upload: You can attach your game design document or old story notes so the story fits the game.
- Ink, Yarn Spinner or Twine: These are free tools for writing branching dialogue. Paste the draft in and click through every path.
Functions and deliverables
- Game narrative designer: Turn a game idea into a story plan: character voices, branching dialogue with real consequences, and lore in layers. For game writers and indie teams.
- A story map with the main acts and every branching choice
- A voice guide for each speaking character, with sample lines
- Dialogue for the scenes you pick, in a format an engine can read
- A lore map in three layers, with a short list of facts that must never change
- A table that links each story beat to what changes in play
- Place design principles writer: Write a short signed statement for a space, service or app: who it serves, what it must never be and a rule for each part, to guide your team.
- Who it is for, with the least served named first
- The feeling it should have, each line with a reason
- A must-not list, each item saying who it would harm
- A rule for each part, such as the building or screens, staff, displays, shop and grounds
- A renewal plan, a long-term plan and a first-person sign-off
- Dialogue editor: Share a scene with speaker notes. Review natural speech, distinct voices, hidden explanation and dialogue tags, then get fixes and a checklist score.
- A table of every line with four marks
- The lines nobody would say, rewritten
- A check that each speaker sounds different
- A score out of 100 with the sum
- Character motivation scene editor: Rewrite a flat scene so each person wants something and uses words to get it. Paste your dialogue and get a scene rewrite with a read-aloud check.
- A short table of what each speaker wants, who blocks them and their tactic
- A rewritten scene
- A note on what the audience knows that a character does not
- A read-aloud check
- me.md builder: Answer a few questions, or let your AI use what it remembers. Get one private file that tells any AI who you are.
- One me.md file with up to ten dated sections
- A list of facts taken from memory, for you to check
- A short note of what it removed for privacy
- The two next steps, to save it and set it up
- Stephen King: Plan or revise fiction using Stephen King’s recorded craft advice. Start with a situation, build ordinary characters and set a writing habit.
- Your problem worked on the way Stephen King would: their questions, their method, their push-back
- The answer or the work, in Stephen King's voice, using their ideas by name
- Anything that goes beyond their public record, marked
- One suggested next step
- Alfred Hitchcock: Plan a suspenseful story, video or talk using Alfred Hitchcock’s recorded approach. Decide what viewers know and map the visual beats before production.
- Your problem worked on the way Alfred Hitchcock would: their questions, their method, their push-back
- The answer or the work, in Alfred Hitchcock's voice, using their ideas by name
- Anything that goes beyond their public record, marked
- One suggested next step
Tasks you can use it for
- You have a game idea and need a story plan before you write any lines.
- Your characters all sound the same and you need a clear voice for each one.
- A player choice in your game changes nothing, and you want choices with real consequences.
- You have lore notes in many places and need them sorted so the main story still works without them.
Limits to check before starting
- You want the whole game designed, with loops, rules and numbers. Use the Gameplay designer.
- You want a novel, a screenplay or a blog story with no player choices. Use a general writing AI instead.
- You want ads, emails or a brand story. Use the writing items made for that job.
- You want finished game code or engine setup. This agent writes the story, not the game.
Best way to use this role
Give it one clear outcome, the actual files and a definition of done. Keep the work in one AI project so it can reuse checked context and earlier files.
- Download the pack from this page and add it to your AI as a skill. Or paste SKILL.md into a new chat, then paste references/source-agent.md after it.
- Write a short brief with your game idea, genre, tone and main characters. Paste any story notes under it.
- Say what you want first. Good starting points are the story map, one character's voice guide, or one scene of dialogue.
- Your AI asks once for anything missing. Anything it still does not know is marked as an assumption you can change.
- Read the story map before any dialogue. Walk every choice yourself. Check that each branch comes back together without a dead end.
- Playtest the dialogue with real players, then bring their notes back and ask for a revision.
Read it as data
Read the complete role setup as JSON. Connect your AI to the AI Blocks MCP library and read aiblocks://roles/narrative-designer for its role instructions and pinned sources.
This is a prepared AI role. No task has run. Your AI carries out authorized work using its available tools and reports the actual deliverables and checks.