articy:draft

articy:draft

@articydraft.bsky.social

Follow articy:draft X for ideas about narrative design, game writing, branching stories, narrative systems, and the realities of managing story at production scale.

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Voice-over is part of narrative design, not just a final production step. VO Extension in articy:draft X lets you preview synthesized dialogue, test tone and timing to give VO artists clearer direction before recording and better feedback than "try something else" www.youtube.com/watch?v=ZoQc...

youtube.comarticy:draft X VO Extension – TutorialConnect your ElevenLabs account to articy:draft X for AI assisted voice over. Ideal for prototyping or for getting an idea how the dialogue feels in an early project stage. This video shows how to…

Game writing isn’t just screenwriting in a different format. And “players don’t want to read” is just one myth worth questioning. In this podcast Bruno Dias, Aysha Farah, and Andrea Saravia Pérez challenge these assumptions and share lessons from real-world game development. youtu.be/lNW9FC3S_rI

youtu.beBusting myths in game writing - Game Developer Podcast Ep. 80On this week's episode of the Game Developer Podcast, we're breaking down a number of pernicious myths about video game writing and narrative design that don't just lurk among players, but seep into…

A good narrative twist can make us rethink everything. Bad ones can make us question whether the game ever trusted us. In this article Greg Buchanan explores twists, player agency, empathy, and the difference between being tricked and being cheated: gregbuchanan.co.uk/articles/twi...

gregbuchanan.co.uktwists, tricks, and empathy in game narrative · Greg Buchanansometimes, I think, I actually want to be a piece of food spat out from a throat. an article on how plot twists in game writing can delight or feel like cheating, and the easily breakable bond…

What if “locking narrative early” isn’t a sign of production maturity? Sometimes it’s a sign your workflow can’t safely handle change. Narrative is supposed to evolve. The question is: can your production system evolve with it? Read more: www.articy.com/en/why-teams...

articy.comWhy Locking Narrative Early Can Hurt Game DevelopmentMany game teams lock narrative early to reduce risk—but that often signals fragile production workflows. Learn why narrative complexity is a production problem and how structured systems help teams…

Tens of thousands of words. Branching dialogue. Game logic. Characters. Objects. Unity. For Dark Sail, narrative complexity needed more than disconnected tools and spreadsheets. See how they built their pipeline for Silence, Exile, and Cunning with articy:draft X: www.articy.com/en/showcase/...

articy.comSilence, Exile, and Cunning: Building a Narrative Pipeline with articy:draft XSee how Dark Sail used articy:draft X as a central narrative data layer for Silence, Exile, and Cunning, connecting branching dialogue, game logic, characters, objects, and Unity in a scalable…

The end of gamescom is always a moment of reflection for us at Articy. What did we learn? Did meetings go well? And do I need a larger Articy T-shirt next year? Grateful for a great experience. Thanks for the great insights and conversations to everyone who came to meet us!

We’re getting our bags packed, articy T-shirts ready, and getting excited to head to Cologne. If you spot the articy logo wandering around Hall 4.1, come say hi! We’d love to meet you.

Narrative shouldn't become untouchable halfway through production. If changing a quest, dialogue, or branch feels too risky, the problem usually isn't the writing, it's the production system. Why early narrative lock is a red flag: www.articy.com/en/why-teams...

articy.comWhy Locking Narrative Early Can Hurt Game DevelopmentMany game teams lock narrative early to reduce risk—but that often signals fragile production workflows. Learn why narrative complexity is a production problem and how structured systems help teams…

If changing one dialogue line requires checking five different files... You're no longer managing story. You're managing production complexity. Narrative becomes much easier to ship when it's treated as production infrastructure—not just creative content.

Missing templates aren't just organizational issues, they're production headaches waiting to happen. Use articy:draft's Query Search to instantly find Dialogue Fragments without templates and assign them in bulk. Keep your narrative pipeline consistent. #gamedev #narrativedesign

Narrative systems shouldn't get harder to manage as your game grows. Learn how to use template properties in articy:draft X scripting to build cleaner, scalable story logic—and keep complex projects maintainable. Read the tutorial: www.articy.com/en/articydra...

articy.comHow to Access Template Properties with Scripting in articy:draft XLearn how to use template properties in articy:draft X scripting to build cleaner, scalable story logic—and keep complex projects maintainable.

Narrative debt is real—and it compounds fast. At first, narrative feels manageable: a few branching conversations, some quest dependencies. Nothing alarming. But soon edits begin creating unpredictable downstream effects. Learn how it all happens: www.articy.com/en/narrative...

articy.comNarrative Debt Explained: Why Small Story Changes Create Big Production ProblemsNarrative debt builds when small story decisions create hidden production complexity. Learn how branching dialogue, quest dependencies, and reactive narratives increase risk — and how structured…

Dev friends this one is for you. Over the past 2 weeks we've been making a lot of changes to the MDK culminating with the release of MDK 2.4.0. Check out what you can look forward to here: www.articy.com/en/recent-up... Requires articy:draft X 4.3.13 What are you currently building with the MDK?

articy.comarticy:draft X MDK 2.4.0 Update: Ruleset API, Bulk Operations & Workflow AutomationLearn about the latest articy:draft X Macro Development Kit (MDK) update. Version 2.4.0 adds Ruleset management through code, bulk asset import, partition update tracking, ObjectProxy improvements,…

Hi all, Seems there's been a slight change in schedule, the workshop will happen tomorrow, Friday June 12th at the same time - 2 PM EST. Apologies for the inconvenience to everyone who was excited for today. See you Tomorrow at the same time!

articy:draft@articydraft.bsky.social

Today's the day! If you're attending Narrascope 2026, join Quest Designer & Writer Iga Stankiewicz-Szadowiak for our articy:draft X workshop. Today June 11th at 2 PM EST Learn quest design workflows, practical tips, and production insights.

Today's the day! If you're attending Narrascope 2026, join Quest Designer & Writer Iga Stankiewicz-Szadowiak for our articy:draft X workshop. Today June 11th at 2 PM EST Learn quest design workflows, practical tips, and production insights.

How do you build a branching narrative RPG where decisions matter? Studio Hip Sword shares how they used articy:draft to manage character relationships, narrative reactivity, and complex story flows in The Siege of Jeomdo. Read the showcase: www.articy.com/en/showcase/... #GameDev #Gamewriting

articy.comThe Siege of Jeomdo: Building a Branching Narrative RPG with articy:draftDiscover how Studio Hip Sword used articy:draft to design branching narratives, manage character relationships, and build the narrative systems behind The Siege of Jeomdo.

An interesting article detailing how Star Trek: Voyager - Across the Unknown compresses seven seasons of television and recreates episodes through three types of storytelling events while still allowing players to deviate from major choices in the show: www.gamedeveloper.com/design/star-...

gamedeveloper.comStar Trek: Voyager - Across the Unknown reinvents TV storytellingThe newest Star Trek game is a case study in adapting stories from one medium to another.

Narrative debt doesn’t come from bad writing. It comes from invisible complexity. One dialogue change can ripple through quests, VO, localization, and cinematics. Learn why modern narrative teams need systems, not just scripts: www.articy.com/en/narrative... #GameDev #NarrativeDesign

articy.comNarrative Debt Explained: Why Small Story Changes Create Big Production ProblemsNarrative debt builds when small story decisions create hidden production complexity. Learn how branching dialogue, quest dependencies, and reactive narratives increase risk — and how structured…

Newzoo's PC Console report is out and has some interesting readings. newzoo.com/resources/tr... TLDR highlights: Roblox is #1 Franchise on PC and Console. F2P continues to decline on console but grows on PC. Pay-to-play live service is rising. Mid price band on PlayStation grew 99% from 2022 to 2025

newzoo.comFree report: The PC & Console Gaming Report 2026Market outlook, playtime allocation, top-20 concentration, and F2P vs. premium performance - covered in one definitive PC & console report.