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is an unreleased AAA action-adventure RPG currently in development at Tara Gaming. On the project, I work as a Technical Narrative Designer, focusing on quest implementation, narrative design support, dialogue flow, scripted events, and gameplay-facing story content across multiple RPG biomes.

The Age of Bhaarat

Note: The project is unreleased, some story details, visuals, and implementation specifics have been intentionally withheld or simplified.

About the game

Project Info

Studio: Tara Gaming Limited

Role:  Technical Narrative Designer

Project Type: AAA Action-Adventure RPG
Engine: Unreal Engine 5
Primary Tools: Narrative Pro, Sequencer, Jira
Focus Areas: Scripted Events • Quest Implementation • Cinematics • Narrative Systems • Gameplay Integration

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My Role on the Project

  1. Implemented 35+ scripted narrative sequences across multiple RPG biomes.

  2. Implemented main-path and side-quest content across multiple RPG biomes

  3. Built dialogue trees, quest states, branching objectives, rewards, and quest completion logic in Narrative Pro 2

  4. Wrote NPC, quest, weapon, and POI briefs to support narrative and gameplay alignment

  5. Scripted narrative events, NPC interactions, and cinematic gameplay moments across multiple biomes

  6. Worked with writers, level designers, engineers, and cinematic teams to move story content from brief to playable

  7. Reviewed and resolved quest blockers, pacing issues, and narrative continuity gaps

Core Contributions:​

1. Quest Design & Implementation

My primary responsibility on Age of Bharat has been implementing and supporting quest-driven narrative content across multiple biomes, including golden-path progression and side content.​
  • Implemented 3 golden-path biome quest chains totaling 4.5+ hours of gameplay.
  • Supported 2+ hours of side-quest content across additional biomes.
  • Built quest states, branching objectives, dialogue flows, rewards, and completion logic in Narrative Pro 2.
  • Scripted NPC interactions, follow / escort beats, puzzle-driven objectives, and quest handoff moments.
  • Tuned quest pacing, objective clarity, and progression flow during implementation and playtest iteration.

2. Narrative Design & Worldbuilding Support

Alongside implementation, I support the project’s narrative pipeline by writing and maintaining documentation that defines how characters, quests, locations, and weapons communicate story through gameplay.
  • Wrote NPC briefs covering character role, narrative purpose, gameplay function, and quest integration.
  • Authored quest briefs defining story setup, player goals, progression beats, and expected narrative outcomes.
  • Created weapon and POI briefs to align lore, worldbuilding, and gameplay context across teams.
  • Helped maintain tone, continuity, and world logic across quests, characters, and explorable spaces.

3. Cinematic Scripting & Narrative Moments

I also support story moments that sit between quest progression and cinematic presentation, using Unreal Sequencer and scripted event logic to bridge gameplay and narrative.
  • Built intro cinematics, quest handoff scenes, boss reveals, and narrative conversations in Unreal Sequencer.
  • Scripted in-game story moments that trigger during quest progression and exploration.
  • Supported cutscene triggers and gameplay-to-cinematic transitions tied to quest states and narrative progression.
  • Worked with narrative and cinematic stakeholders to make sure story beats landed clearly in playable form.

From Brief to Playable

My typical workflow takes a feature from an initial narrative or gameplay requirement through implementation and validation.​​

1. Understand the Intent

Review the narrative brief, quest intent, player objective, biome context, and gameplay requirements.

2. Define the Implementation

Translate the design into HLDs, LLDs, quest states, objectives, dependencies, event requirements, and implementation needs.

3. Build in UE5

Implement the feature using Narrative Pro 2, Blueprint, Sequencer, and event-driven gameplay logic.

4. Integrate

Connect the event with the level, NPCs, animation, gameplay systems, interactive objects, cinematics, and quest progression.

5. Test & Debug

Playtest the sequence, identify blockers, edge cases, pacing issues, continuity problems, and system conflicts.

6. Iterate

Work with the relevant disciplines to refine the implementation and bring the feature through L1 to L4 and Alpha validation.

Gallery

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Reference

In case you want feedback about my work, you can contact

RUTY RUTENBERG, Lead Narrative Designer at Tara Gaming Limited.

​If you have any questions, you can also contact me at my email address:

khitesh399@gmail.com

Thank you!

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