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It's Not You, It's Us is a 3D point-and-click adventure about a group of animal characters coming together to make their town a better place. Explore a cozy town as you meet the Urbanimals that call it home, and discover that taking care of the environment, and each other, is something nobody can do on their own. With charming graphics and simple controls, anyone can engage and have fun in this short gameplay experience!
Every project page I write zooms in on one of four quest design disciplines I work in. For INYIU, that's Narrative Design, though the other three show up along the way too.
INYIU was my first real dive into Narrative Design, and I quickly learned it's about way more than dialogue. It means designing around every system and idea in the game, and constantly talking with people across every other discipline on the team. Scroll down to see how that actually played out, starting with the first boundaries we set ourselves: our pillars.
My job on INYIU was to make sure every quest, interaction and character moment pushed toward one thing: making players feel like talking to each other actually mattered. Narrative design doesn't just mean writing dialogue, it means shaping systems so the story only works if people talk, listen and figure things out together. Here's how each pillar fed into that, and which disciplines I worked closely with to pull it off.
Leaving players feeling like there is something they can do to contribute as well.
Every quest is built so the Urbanimals, and the people playing together, have to actually talk to each other to get anywhere.
Characters combine to solve tasks, since no single Urbanimal gets through a puzzle alone.
Every character has exactly one defining ability, so players always know who to bring and why.
Every system ties back to real environmental care, never just set dressing.
Playtested with people who don't usually play games, not just inside the studio.
The tone stays warm and funny without losing sight of real feelings and real stakes.
Five pillars held up one shared goal, and that goal was all about the player experience we were chasing.
Hover a column for its pillar, or the goal bar for more on the goal · player experience stays fixed as the throughline above both
Enjoy what's here for now, and come back soon to see the rest of the story.
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