No Way out

My 1st year of college focused on simple game design tools and having fun experimenting with player choices directly impacting narrative. The culmination of these new teachings was a text-based adventure around a bank heist, I called No Way Out.

My main focus throughout development was trying to create a suspenseful atmosphere through writing, text, and image choices. Although looking back I cringe a bit at some of the “edgy” writing choices, by the end of production, I felt satisfied that I had been able to create a Telltale Game on a smaller scale.

Telltale was a studio I dreamed of working at as a child and their direct player-narrative choices are a mechanic I try to implement when possible.