Brave the Lonely

Narrative Design · Game Design · Programming · Research & Thesis Development · Solo Development

Summary

Brave the Lonely is a narrative-driven, turn-based strategy game created as my Master’s thesis. Built entirely as a solo developer, the project explores how player empathy toward game characters influences gameplay choices. Acting as a “one woman’s game team,” I designed, coded, illustrated, and implemented every element of the game, from emotional-state AI systems to world art, UI, narrative logic, and core gameplay loops.

In this story, the player uncovers an unfinished fantasy game filled with discarded, incomplete NPCs—characters who were never meant to be heroes. Abandoned by the game’s original creator (“The Player”), these characters have been left with flaws, fears, and unique emotional needs. When corruption begins to spread throughout the world, the responsibility falls on the real-world player to guide them… gently, if possible.

The game’s central tension lies between guiding characters and controlling them. Players can override a character’s autonomy to force them into actions, but doing so harms their happiness and trust. Characters who are unhappy stop listening, wander off, or refuse commands entirely.
Through this, the game asks: When empathy is made mechanically visible, how do players respond?

My thesis research demonstrated that when given the opportunity, most players altered their usual gameplay strategies to protect emotional well-being, even when it made the game more challenging. Very few players chose to coerce or “bully” characters, and many actively compensated to keep them happy.

This thesis project was recognized by the NYU Incubator (where I was a finalist) and later drew attention from the psychology department at my college, who expressed interest in expanding the concept to help teach children social and emotional skills.

itch.io, Dev Blog

Project Overview

Brave the Lonely was developed entirely in Unity (C#) and created through multiple research prototypes exploring emotional-state modeling, empathy-driven systems, and narrative reactivity.

Key components of the design include:

  • Turn-based strategy system with autonomous character movement

  • Emotional-state AI influencing a character’s willingness to follow commands

  • Isometric 2D world created with custom tiles, sprites, and animation frames

  • Narrative dialogue integration using external libraries and tools

  • Character profiles with desires, fears, traits, and personality-driven interactions

  • Player choice systems highlighting ethical and emotional decision-making

  • Corruption mechanic representing narrative decay and player responsibility

This project served as both a complete game and a formal research study, including player observation sessions, prototype iteration, and published findings in my department’s thesis archive.

Tools Used

  1. Unity (C#) – full game development, AI programming, turn-based systems

  2. Photoshop – character design, sprite art, backgrounds, VFX

  3. Balsamiq – UI wireframes and early prototyping

  4. Twine - Concepting and early player case studies

  5. Trello – task tracking, milestone planning, production pipeline

  6. Itch.io – distribution, version hosting

  7. Tumbr - development logs

What I Worked On

Design & Worldbuilding

  • Created all game systems, rulesets, turn order operations, and UI/UX flows

  • Designed the isometric world, level layouts, and spatial encounter pacing

  • Developed character profiles (motives, fears, personality traits)

  • Designed dialogue trees, emotional arcs, and narrative branching

  • Implemented systems that balance autonomy vs. direct player control

Programming & Systems Development

  • Built the full game in Unity using C#

  • Coded all character and enemy AI, including emotional-state logic and trust meters

  • Implemented autonomous movement and decision-making behaviors

  • Created a turn-based combat system with initiative tracking

  • Integrated narrative dialogue libraries and customized them for the game’s needs

  • Implemented UI systems, menus, interaction prompts, and state feedback

  • Developed internal tools to assist with debugging and balancing

Art, Animation & UI

  • Illustrated every character, portrait, sprite sheet, tile, and effect

  • Created all world assets, environment tiles, and in-game VFX

  • Produced every animation frame (walk cycles, idle, attack, corruption, etc.)

  • Designed the full UI suite, including character cards, stats, prompts, and icons

  • Created brand identity, game logo, and all itch.io page artwork

Research & Thesis Work

  • Designed a multi-phase research study exploring empathy in gameplay

  • Built test prototypes examining emotional-state modeling and behavioral prediction

  • Conducted player observations to evaluate how empathy influenced their actions

  • Produced a written thesis analyzing results and game design implications

  • Presented project findings to faculty committees and industry peers

What I Learned

This project strengthened my ability to:

  • Build a full game independently from concept to polish

  • Develop robust emotional-state AI systems that impact gameplay

  • Blend narrative and mechanics in ways that encourage human connection

  • Use player research to inform and justify design decisions

  • Create efficient workflows as a solo developer using version control and task management

  • Design empathetic gameplay loops that require care, patience, and ethical decision-making

  • Communicate research findings across design, academic, and psychology audiences

It also solidified my confidence as a “one woman’s game team” and showed me that I could execute large-scale, multi-system projects on my own.

Personal Reflection

Brave the Lonely remains one of the most defining projects of my academic and early professional life. It was the first time I truly had to rely on myself as a developer — not just as an artist or designer — and the first time I built an entire game ecosystem entirely on my own. Learning how to program complex AI systems was an enormous challenge. I often stayed after class with my professors, working through problems line by line, slowly developing an understanding of how emotional-state logic, behavior trees, and turn-based decision systems could all weave together into a functioning whole.

It was difficult, humbling, and incredibly empowering. There was no one else to fall back on; if something broke, I had to fix it. That pressure strengthened my skills and confidence as a programmer in ways nothing else could have. For someone who originally entered game development through art and design, discovering that I could be a capable engineer was transformative.

Because I was interning at the time and my thesis schedule allowed only a single semester, I was never able to fully complete the project. I had four months to build a narrative system, emotional AI, turn-based combat, UI, art, animations, and all supporting tools from scratch — an impossible timeline by any standard. Even so, I poured everything I had into it. It is still the hardest I have ever worked on a single project.

Although the final thesis build wasn’t everything I dreamed of, the knowledge I gained from the experience was invaluable. It taught me systems thinking, emotional design, production discipline, and how to problem solve under pressure. It also introduced me to developers and industry groups who believed in the project’s potential and encouraged me to continue exploring the relationship between player empathy and game behavior.

Brave the Lonely is still a world and system I hope to revisit one day. It represents a moment when I proved to myself that I could take on something impossibly large, fight through it, and come out the other side as a far stronger developer than when I began.

Previous
Previous

Zarvot (2017)

Next
Next

Goop Troop (2017)