Ravennes

Project type

Narrative mobile game with multiple-choice interactions

Role

Individual project covering concept development, storytelling, and UX/UI design.

Context

Personal project designed to build interest around a fictional universe I am developing in parallel through a novel. The application offers an interactive experience combining narrative, multiple-choice gameplay, and immersion within the lore of this universe.

Objective

Develop a playable prototype that introduces the novel’s universe, engages potential readers, and ultimately leads to a commercially viable application.

Date

Since October 2025 (ongoing project)

Selected content

Benchmarking, user profiles, early narrative explorations, and initial UI mockups for the prototype

Context

Ravennes is a multiple-choice narrative mobile game inspired by an original novel I am currently writing. It is aimed at readers and players curious to discover new fictional worlds through an immersive experience in which each decision influences the course of the story.

Objective

Design an accessible and immersive interactive experience that introduces the novel’s universe and generates interest ahead of its publication, while also testing audience reception to its tone, aesthetics, and themes.

Benchmark

Two existing applications were analyzed to identify the strengths and limitations of the mobile narrative game market. Episodes represents the dominant model (strong visual experience, heavy monetization), while Lifeline illustrates a minimalist approach focused on storytelling and emotional engagement.

Episodes – Choose Your Story

Type : Multiple-choice narrative mobile game

  • Strengths :

    • Large library of diverse stories

    • Smooth and accessible interface

    • Strong character customization

  • Weaknesses :

    • Frustration caused by paid choices (diamonds)

    • Storylines that can feel superficial or repetitive

    • Content perceived as more “commercial” than narrative-driven

Lifeline

Type : Interactive text-based narrative game

  • Strengths :

    • Minimalist yet immersive storytelling

    • Real-time experience through notifications

    • Strong emotional attachment to the character

  • Weaknesses :

    • Very restrained, almost austere interface

    • Limited visuals and lack of staging

    • Interactions limited to binary choices

User typology

The narrative player

Profile : User familiar with interactive fiction apps (Episodes, Choices, Chapters…). They primarily seek the pleasure of making choices, embodying a character, and experiencing an immersive story on mobile.

Primary goal : Experience a smooth and expressive narrative, where each choice has a real impact.

Frustrations : Paid or restricted choices break immersion and create a sense of unfairness.

  • UX needs :

    • Clear and intuitive interface to stay focused on the story

    • Freedom of choice without economic barriers

    • Balanced narrative pacing (no frustrating waiting times)

The immersive reader

Profile : A passionate reader of fictional worlds (fantasy, sci-fi, thriller) looking for a new way to experience a story beyond traditional reading. Not necessarily a gamer, but highly sensitive to atmosphere, tone, and narrative depth.

Primary goal : Discover an original and coherent universe through an accessible interactive experience.

Frustrations : Narrative games are often too superficial or poorly written, failing to create real emotional attachment.

  • UX needs :

    • Carefully crafted storytelling, natural dialogue, and a credible universe

    • Immersive yet minimalist interface (reading-first approach)

    • Ability to easily track and resume progression

Narrative design

Storytelling

Concept : A narrative mobile game in which the player embodies a character tasked with enforcing the laws of her city, while secretly possessing the very power she is meant to condemn.

Summary : Through a series of moral and emotional choices, the player shapes the fate of a heroine torn between duty and identity. Each decision influences her alliances, public image, and the city’s perception of power. The experience blends psychological tension with a gradual journey of self-discovery.

Emotional objective : Evoke deep empathy for the character’s inner conflict. Lead the player to experience fear, shame, and the sense of liberation tied to transgression, ultimately reaching the empowering moment of self-acceptance.

Gameplay mockup

The decision tree illustrates the narrative structure of a single scene in the game. Each moral choice impacts two persistent dimensions: :

  • Reputation – social status and credibility,

  • Secret – level of concealment of magical abilities,

These variables influence character reactions, the progression of dialogues, and occasionally unlock exclusive scenes (world-building details). The tree does not represent the entire story, but highlights the decision-making logic and the local consequences of a key narrative moment.

Mockups

Problems addressed

How can an interactive reading experience combine immersion, freedom, and accessibility without compromising the narrative richness of an author-driven universe? Ravennes addresses this challenge by rethinking the mobile narrative game as a gateway into a literary world: a clean, reading-centered interface, narrative choices free from economic constraints, and an art direction that emphasizes the depth and coherence of the story.

Areas for improvement

Expand the narrative : develop a complete, playable chapter to test the fluidity of choices and the emotional progression of the story.

Validate the user experience : conduct user testing with a panel of players and readers to assess the clarity of the mechanics and the level of immersion.

Strengthen visual coherence : refine the art direction and micro-interactions to reinforce Ravennes distinctive atmosphere (dark tones, elegant typography, subtle lighting effects).

Last updated: January 2026

Last updated: January 2026

Last updated: January 2026