After I worked on the comic book and user research for this project, I took on more writing and narrative design tasks including character bios and an update of the main story arc. Later on, I developed missions and lore to fit the new art direction taken by the project.
Julia
“What in Suvarovs underpants is that? Is that..? It is! It’s a Mark II Arkwright Battlecruiser! I’ve only heard about them – rumored to have impenetrable IDF shields. Coincidentally – much like Suvarovs underpants I suspect.”
Motivations
Julia McIntyre is the player’s friend from the prologue. She’s a free-thinker, cheeky soldier who joined the Mandate corps because erm… free travel? She didn’t care for the cause, but her lust for adventure couldn’t be quelled, and this seemed like an exciting enough opportunity. She doesn’t particularly trust the Mandate or the Empress nor does she care for the chaos of the rebels or the greed of the pirates. The only one she is fiercely loyal to, is the player.
Words that describe Julia
- Carefree
- Fun-loving
- Loyal
- Brusque
- Honest
- Unafraid
- Foolhardy
Background
Julia has always had a problem with authority.
When she was young, she lived on Victoria, in one of the many cities that cover the planet. Her mother was always a bit of a wild one, and she ran off when Julia was five to join up with a band of space pirates, leaving Julia to be raised by her father, a quiet man who didn’t know what to do with his high-spirited daughter.
She joined a street gang, mostly out of boredom. Their leader grew nervous of her recklessness, saying she was going to get them all arrested. This came to a head when she arranged to steal the Blackstar Diamond during a speech given by the Europan delegation on how to minimise the environmental damage done to the planet. The Europan’s brought the diamond as a symbolic gift, meant to symbolise a clean start, a fresh approach to environmental affairs. Julia stole it. And dumped it in toxic waste as a message to what she saw as “empty promises and hot air aimed at distracting everyone from the terrible conditions under which we all live.”
The leader of the street gang wasn’t happy with any of this, but Julia challenged him and took over the gang, turning it into an infamous criminal enterprise.
Soon she realised she had done everything she could on this planet. She took after her mother, and her gaze was drawn to the stars. She wanted to see the galaxy. To explore. To meet new people and bask in the sunsets of a thousand different worlds.
Unfortunately for her, being the leader of a gang would never buy her a ticket out of Victoria. However, the Mandate corps would and that’s how she joined. “Free travel, eh!”
What Julia saw as her sense of adventure and lust for life soon earned her a reputation as a brave (or foolish, depending on whom you asked), risk-taker (or a danger to those around her, again, depending on whom you asked.) She worked her way up to a Captaincy and was put in charge of a fully-staffed ship.
During her first month as captain, she was involved in a battle with the rebels. Her ship had been hit by a focused EMP burst and it lost all power. Her crew was dying slowly as the oxygen pumps stopped working when the Player led a team into her crippled vessel and saved her crew, getting them to safety first (at her insistence).
Sadly, the rebels had boarded the ship by then. Julia told the player to leave her behind, but he refused. He went back on his own, and he and Julia fought their way through the ship, killing rebels as they went.
Since that time, she and the Player have been very good friends, (of the bickering/bantering kind) but don’t let that fool you. They would die for each other.
More on this character:
Julia was my very first character design before I started getting mentoring and taking writing crash courses. She is a character written with intuition and based on the needs of the team. What did we need to know when we started working with her? We needed her role and we needed to know how she would sound, what was her tone and personality like. We wanted a badass, unafraid rebel to incite our player into action and that’s exactly what Julia does. If you compare it to the later characters that I wrote you will see that she does not have the 2 parts bio, she does not have the archetype explicitly yet, although she is very clearly the outlaw. You find both her strengths and weaknesses in the descriptors.
So why changing the format of the character design over time and why putting inconsistent formats in the portfolio you ask? Ha-ah! Because, it’s good to be a writer and to think about consistency yes I promise I do that too, but when you’re a game writer your main goal is to be part of the team, especially if you work for indie companies, you need to adjust to what they need. You don’t need to compromise the quality of what you deliver, but if your document is so long that no one else in the team will read it, what are you compromising there when you do that.
Writers must show flexibility! We’re often seen as the romantic, imaginative loners of the team, we’re often introverts, we like to communicate with documents more than in big meetings and when we’re asked when it will be ready it seems to us like a crazy question but we’ll give them something. All this may very well be a stereotypes but even if you’re an extrovert, adapting so that your communication is spot on is key in game writing, so don’t stick to one character design format, work with what works for your team and create a collaborative document. It is the form, what matters is that you convey the content!