Behind-the-Scenes with Narrative Design
With each Sector Meet Your Maker’s world expands. We sat down with our Narrative Designer, Joe, to talk about the story behind our latest Sector, Dreadshore, and what players can expect from this damp dwelling.
Where do you begin when designing the story for a new game?
The narrative begins as the team decides on the next environment to be introduced. Once we know where the Sector will be situated, we begin to consider what stories might take place there. This is the fun part—imaginative exercises to consider what the end of the world would be like and what unusual circumstances may occur. Human beings are messy and we tend to act in peculiar ways when under pressure. That’s fertile ground for narrative.
Were there any specific inspirations behind Dreadshore?
Dreadshore is based on one of our favorite themes, which is science being taken to an extreme. There are so many examples of this in the science fiction horror genre, such as Frankenstein and The Island of Dr. Moreau to name a couple. It’s a very natural theme for Meet Your Maker, as humanity’s experiencing this potential apocalyptic event where only a miraculous scientific discovery could save them. This naturally leads to experiments that go far beyond the boundaries of our present-day ethics.
What are you most excited for players to discover in Dreadshore?
I’m excited for players to step into the Dreadshore sector for the first time and see the rain whipping against their helmet. It’s such a different mood from the sandy wasteland they’re currently accustomed to, and instead of desolation there’s this eeriness as the lighthouse beam cuts through the fog.
You can read more about Sector 1 lore here. See you on the Dreadshore!
-Meet Your Maker Community Team