My Selected Works

The Dawn: Resurrection

A base-building survival game in pre-design. A father holds a safe house with his family by day and scavenges by night, while four factions each offer him a way out.

The Dawn: Resurrection concept cover. A father returns with salvaged timber to a defended farmhouse while a zombie approaches. His wife and daughter wait at a lit window.
Role
Writer & Game Designer
Studio
Personal project
Format
Base-building survival horror
Status
Pre-design. No build yet, the plan lives on a Miro board.
Tools
Miro

Highlights

  • Laid the story out as a fixed run of 20 nights across six locations, then rebuilt it as six modules the player can take in any order.
  • Decided what the first, second, third and last module must do, whichever module the player picks for that place.
  • Wrote four factions that each offer Jack a different way to survive, and the reason he refuses each one.
  • Drafted day dialogue for the safe house: the task, the rule about moonlight, the family, and a stranger at the gate.
On this page
  1. The project remains in pre-design.
  2. I planned the narrative structure and wrote dialogue to test it.
  3. Jack leaves the house to find supplies for his family.
  4. The factions offer different approaches to survival.
  5. The first design arranged twenty nights in a fixed order.
  6. I revised the locations into modules the player can approach in any order.
  7. I wrote daytime dialogue to test the narrative plan.
  8. The modules and ending conditions still need development.

The project remains in pre-design.

Jack Americana wakes up after a zombie outbreak and brings his family to Vallselt. They settle in a safe house and build it up. By day they are at home. By night Jack goes out to scavenge the places around them.

The Dawn is in pre-design. There is no playable build. The project material comes from one Miro board: the main character’s motivation, the factions, two versions of the game flow and the day dialogue written so far.

I am its writer and game designer. This page shows how I plan a story before there is a game to put it in.

Cover concept: AI-generated illustration. Typeface: Big Shoulders by Patric King.

I planned the narrative structure and wrote dialogue to test it.

  1. MotivationWhy Jack keeps leaving the house.
  2. FactionsFour groups and what each one wants from Jack.
  3. A fixed flowThe first plan, with every event on a set night.
  4. ModulesThe second plan, which the player can take in any order.
  5. DialogueDay scenes written to test the plan.

Jack leaves the house to find supplies for his family.

Jack Americana is trying to keep his wife Jane and his daughter Marry alive near Vallselt, a city wrecked by CYROTECH’s experiments and the outbreak that followed. I started with the reason he would ever leave a safe house.

Need What it sends him out for
The family’s basics Food and medicine for Jane and Marry.
The truth Documents and people that explain what CYROTECH did.

In the current draft Jack had an indirect part in CYROTECH’s work. The clues he looks for may also show what he did, and he carries that guilt into every meeting.

The factions offer different approaches to survival.

Each faction has its own idea of how to survive, and each one asks Jack for something he refuses to give.

Jack, Jane and Marry

They live in one safe house, and Jack puts his family before everything else.

The Faithful

Blair Berkel

Offers
Blair says the outbreak is a punishment sent by God to test people, and that Jack should accept it.
Why he resists
Jack wants a scientific explanation, because he suspects part of the blame is his.

The Communists

Enver and Jameson Fleming

Offers
They believe people can only survive in communes, and they want Jack to bring his family into one.
Why he resists
They call it selfish to shut a family inside a safe house. Jack refuses to join because protecting his own family comes first.

The Corpos

Dr. Elias Gray, formerly of CYROTECH

Offers
Gray says the company’s science can end the outbreak and rebuild the world.
Why he resists
Jack knows the company is responsible for the outbreak, so he does not trust what it proposes.

The Imperialists

Offers
They believe the state and its hierarchy can be rebuilt.
Why he resists
Jack does not believe the old order can return after the collapse.

Two more encounters are planned. Fritz Kogler is a nomad who survived alone after losing his family. A group of orphans makes Jack ask how far his duty goes beyond his own child.

The first design arranged twenty nights in a fixed order.

The safe house is a farmhouse outside Vallselt. Jack scavenges six places in and around the city, and each place later became a module.

A hand-drawn map of the city of Vallselt on a lake shore, with fields and forest around it. Six numbered circles mark the logging camp in Blokrend Forest, the administration building, the mall, the hospital, the shelter in the woods to the south-west and the business centre. A red arrow points at a farmhouse north-west of the city.
On the mapPlaceModule
1Logging campA
2Administration buildingE
3MallC
4HospitalF
5ShelterB
6Business centreD
Vallselt and the six places Jack goes to at night. The red arrow marks the safe house.

My first plan was a straight line. Jack visits the six places over twenty nights, and every NPC and every problem at home has a fixed day or night.

Safe houseDay 1Logging camp12Safe houseDay 3Shelter345Safe houseDay 6Mall6789Safe houseDay 10Business centre13121110Safe houseDay 14Administration building17161514Safe houseDay 18Hospital201918Safe houseDay 20Chapter 2Blair Berkel arrives.Wild animals attackthe safe house.Old Sourborne turns and Janehas to kill him. Jan Eckwielens arrives.Jack meets Enver.Looters come.Jameson Fleming runs from the deadand takes shelter with the family.A wall of the safe house collapses.Dr. Elias Gray arrives.Jack meets Fritz Kogler.Jane or Marry falls ill.Jack meets the orphans.
  1. Day 3Blair Berkel arrives.
  2. Night 3Wild animals attack the safe house.
  3. Day 6Old Sourborne turns and Jane has to kill him. Jan Eckwielens arrives.
  4. Night 8Jack meets Enver.
  5. Day 10Looters come.
  6. Night 11Jameson Fleming runs from the dead and takes shelter with the family.
  7. Day 14A wall of the safe house collapses. Dr. Elias Gray arrives.
  8. Night 17Jack meets Fritz Kogler.
  9. Day 18Jane or Marry falls ill.
  10. Night 18Jack meets the orphans.
The first game flow, redrawn from my board. The top row reads left to right and the bottom row reads right to left. A gold outline marks a day or night with an NPC or a problem on it.

I revised the locations into modules the player can approach in any order.

Then I rebuilt the same material as modules. Each location became one module with the same shape: a day of conversations at home, a run of nights at one location, and a return home to a new arrival or a new problem.

A · Logging campBlair Berkel. At home, Old Sourborne gets worse.
B · ShelterDr. Elias Gray. Wild animals attack the safe house.
C · MallEnver. The safe house is looted while Jack is away.
D · Business centreJameson Fleming. A wall of the safe house has come down.
E · Administration buildingFritz Kogler. Marry or Jane has fallen ill.
F · HospitalThe orphans. A crisis at home that is not defined yet.

a day in the safe house a night out

This is how each module plays when it is the first one. Some events changed between the two plans. In the fixed flow Sourborne turns and Jane has to kill him. In the modules his condition gets worse.

The player chooses which module to take first, so I cannot know which scene comes second. I solved this by planning each position. Whichever module is played first has to do the first module’s job.

Played Story job Meeting the NPC Trouble at home Jack’s conflict
First It sets up his motivation and his guilt. He hears a faction’s answer for the first time. The first problem appears, such as Sourborne getting worse or the house being attacked. He questions the offer and turns it down to protect his family.
Second It puts him in front of the opposite view. A new NPC contradicts the one before. A wall comes down, or someone in the family falls ill. His survival instinct and his loyalty to the family start to pull apart.
Third He begins to answer the ideologies by thinking about his own family. He may meet earlier NPCs again. A new problem makes him revisit earlier decisions. He looks for a balance between protecting the house and the chaos outside.
Last Everything he has been through shapes one final decision. He has a last confrontation with someone he has met or someone new. The final problem works as a test of that decision. He chooses between staying alone with his family and joining a community. The ending depends on how the player has played.

Three things stay the same in every module, so the order can change without the story coming apart:

  • The NPCs’ ideologies. Each one makes Jack question how he thinks, and his answers stay centred on the family.
  • Problems in the safe house. Each module brings one, and each one strengthens his tie to Jane and Marry.
  • His development. Every encounter pushes him to make a harder decision.

This plan means every module has to be written separately.

I wrote daytime dialogue to test the narrative plan.

Each module opens with a day at home, and most of the dialogue is in those days. In Day 1 the house has a problem, an NPC knows where to find the parts, and Jack has to go out. Old Sourborne gives Jack the task in one conversation and the rule about moonlight in a second one.

The Dawn · Day 1, Old Sourborne (second conversation)

The safe house · in front of the door

Sourborne

Jack, have you finished getting ready?

Jack

Almost.

Sourborne

I told you where to find the materials, but there’s one more thing, and you won’t like it. What matters is when you go.

Jack

What do you mean?

Sourborne

You have to travel at night. Don’t look at me like that, son. I know it’s madness, but sometimes madness is the only friend we have.

Jack

Don’t talk nonsense, Sourborne. You know how wild the dead get in the dark. You saw it with your own eyes.

Sourborne

Yes. The dead may wait in the camp by day, but at night they gather somewhere else, son. They follow the moonlight, as if something is pulling them. Maybe they’re following scraps of memory from the lives they had.

Jack

Memories? Old man, they’re brainless corpses.

Sourborne

Still, there’s a rhythm to how they move. Moonlight weakens them. Full moon, last quarter, first quarter, it makes no difference. While the moon is up, the dead see and hear poorly. We can use that. You can slip between them, gather the materials quietly and leave as if nothing happened.

Jack

And if it doesn’t work?

Sourborne

I’m wounded, son, or I’d fight. But that isn’t a choice we have. We need those materials. Without them you won’t have to leave this house to find the dead.

Jack(lets out a long breath)

It’s a dangerous gamble, old man, and one I’m forced to play. All right, I’ll do as you say. But if things go wrong, promise me you’ll get my family out of here.

Sourborne

It won’t come to that. You’ll go and you’ll come back. However many times you have to, each time you’ll come back to your family, son.

The family scene happens on the same day. It gives the player no task and shows who Jack is protecting.

The Dawn · Day 1, the family

The safe house · a bedroom

Jane and their daughter Marry crouch in front of an overturned bed, looking around the room.

Jane

Useless, broken, smashed... There’s very little here we can use, Jack. Are you sure we can stay?

Jack

We have no other choice, Jane. There are high fences around us, solid walls and a tall roof. We can arrange the inside however we like. Besides, you always said you wanted to live in a house you designed yourself, didn’t you?

Jane

That’s not what I meant, but you’re right. Still, I keep thinking... How could everything have come to this?

Jack

Thinking about the past won’t get us anything, love. We have to look ahead. We have to think of Marry. We’re laying the foundation of something bigger than us, for the ones who can’t build it themselves. We have to build her a safe future.

Jane

You’re a hopeless idealist.

Jack(laughing)

That’s why you said you loved me. And it’s what holds us together. Otherwise we’d be no different from the ones outside.

Jane

Marry, sweetheart, what do you think of our new home?

Marry

Are there monsters here, Mom?

Jack

No, sweetheart. It’s only us here. We’re safe.

Marry

Is Mr. Fluffy safe with us too?

Jane

Of course. As long as you keep your teddy bear close and hold him tight, he’ll be safe too. The way we protect you.

Marry

Then I like it here.

The first conversation: the task
The Dawn · Day 1, Old Sourborne (first conversation)

The safe house · in front of the door

Old Sourborne sits in his wheelchair, tending his wounded leg. The conversation starts when the player clicks the talk icon.

Sourborne(through his teeth)

Damned leg, it won’t stop bleeding. Ah, Jack. Hello, son.

Jack

How’s the leg, old man? Let me see.

Sourborne

I’m fine, there’s nothing to look at. I’m fine... I shouldn’t have jumped in among those zombies. But you know, hope makes us do stupid things.

Jack

Trying to save your grandchild wasn’t stupid, Sourborne. I’d have done the same.

Sourborne

I hope you never need to, son. How are Jane and Marry?

Jack

They’re looking the house over. It seems safe and solid, but we have a few problems.

Sourborne

Such as?

Jack

The water pump is broken. If we want to stay here, we have to fix it.

Sourborne

Hmm... This farmhouse sits just outside Vallselt. That means there has to be a logging camp close by. Yes, we might find the parts we need there.

Jack

You seem to know Vallselt, old man.

Sourborne

I lived on the edge of this city for twenty years before the invasion, son. I know it inside and out. You’ll find the materials you’re after at the logging camp.

The conversation ends. A new talk icon appears over Sourborne, and the player starts the second conversation.

Day E: a stranger at the gate

Fritz Kogler arrives at the safe house in module E. Jack has to decide at the gate whether to let him in.

The Dawn · Day E, Fritz Kogler

The safe house · the gate

A figure stands on the other side of the gate. The conversation starts when the player clicks the speech bubble.

Kogler

Wait, stop! Please don’t hurt me.

Jack

Who are you?

Kogler

My name’s Fritz. Fritz Kogler. I l... lived in V... Vallselt, but... but I’m looking for somewhere to stay. Away from them.

Jack

There aren’t many places left where you can get away from the dead. Are you alone, Fritz?

Kogler

Y... yes. There’s no one else, only, only me. Only I’m l... left.

Jack

Did you have family with you?

Kogler

Them... they... We lived by running from the dead, but they found us. Every time, the dead found us. They took the people I loved, my family, my daughter Lena, one by one. All that’s left is... is me.

Jack

I’m sorry for them, Fritz. The days are darker than they have ever been. But I can’t just let you in. I don’t know whether you’re a danger to us.

Kogler

I’ve been alone out there for so long. R... running, hiding. Nights are when I run the most. But I don’t think I can run any more. Please... I used to be an engineer. I can repair things for you, build things... I’ll be useful, please.

Jack

An engineer. We could use someone like you. Still, we’re fighting for something bigger than ourselves here, Fritz. Can you add to that?

Kogler

I’ll do whatever it takes. The memories... their memories follow me. Maybe with you I can learn to live with th... them.

Jack

We all have memories. You’re not alone in that. And sometimes having a purpose helps. All right, Fritz. You can come in, but remember this: I’ll be watching you. You have to earn your place here.

Kogler

Thank you, thank you so much.

Jack

There’s water and food inside. After that we’ll see what you can do here.

The modules and ending conditions still need development.

Each module still has to be written out in full, and the endings need their conditions. When those exist they go on this page.

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