Design Systems

Worldbuilding System — My Neighbor Alice

The Challenge

How do you let players self-express in a shared world while keeping coherence across regions, quests, and narrative arcs?

The Solution

I designed a scalable worldbuilding system: a narrative framework that acts as both a support layer for player creativity and a backbone for quests, economy, and features.

Core Principles

  • Consistency: Ensuring the tone and logic of each island and region.

  • Believability: The world needs to feel tangible despite being whimsical.

  • Overarching beings: Building a mythology inspired by diverse folklore.

  • Boundaries: Setting rules (non-violent, cozy, mature) to preserve tone.

  • Flexibility: Framework open enough for players to create their own stories.

How It Works

  • Macro System: Defines overarching mythology and rules of the archipelago.

  • Island Layer: Each island has its own theme, protector spirit, and narrative focus (e.g., Medieval Plains inspired by classic tales).

  • Regional Layer: More specific tone & story arcs (e.g., Gloomy Gulch exploring maturity and shadowy escapism through the character of Acorna).

  • Creative References: Visual, tonal, and cultural references on a Figma board (e.g., Over the Garden Wall, Art Nouveau for Gloomy Gulch).

  • Cross-Disciplinary Integration; Collaboration with concept art, music, and character design teams.

  • Deliverables: collaborate with artists to create concept art, NPCs, locations, quests, and assets.

Outcome

  • A narrative system scalable enough to act like a nest for design features, art assets, quests and characters.

  • A living mythology that makes the world feel coherent as it possesses its own system and rules yet player-driven.

  • Stronger immersion through cross-media references (visuals, sound, tone).

Case Study: Gloomy Gulch Region

Gloomy Gulch was designed as a mature counterpoint to Alice’s bright, cozy tone. Its narrative explores the idea that escapism isn’t always lighthearted, it can also be shadowy and introspective.
Drawing on references like Over the Garden Wall and Art Nouveau, I collaborated with the concept art, music, and design teams to shape its eerie yet poetic atmosphere.
NPCs and quests in this region focus on guiding players through challenges of self-doubt and resilience, creating a meaningful emotional contrast within the world.

Gloomy Gulch Music composed by Vaidotas Zamas @DopaLink

Brand Integration - ELLE│Pudgy Penguins│ Persona

The Challenge

How do you give value to players who engage with a brand experience without breaking their immersion?

The Solution

At My Neighbor Alice, I designed Brand Quests: immersive collaborations between our cozy Web3 universe and real-world brands. Unlike traditional advertising, these quests allowed players to interact with a brand’s values through storytelling, exploration, and character-driven gameplay.

Games benefit by offering their community unique narrative content and assets. Brands gain authentic engagement with a new audience in a playful, immersive way.

How It Worked

  • Narrative Integration: Each brand was integrated into Alice’s lore through characters, regions, and quest arcs that respected the world’s emotional tone.

  • Place-Based Discovery: Collaborations introduced new landmarks and regions for players to explore.

  • Player’s engagement: Players feel like they contribute to the world by engaging with the experience.

Case Study: ELLE

Process: Identified brand values (empowerment, sustainability, fashion as expression) in workshops with ELLE’s team, ensuring their vision guided the story. We define fashion expression and creativity as main concepts.

Narrative Design: Created three NPCs (Joy, Mel, Eliza), each embodying a creative “blocker” (over-creativity, perfectionism, lack of resources).
The main story arc centred on restoring their friendship, with the player acting as facilitator.

Gameplay Integration:

    • Exclusive ELLE land near town hubs.

    • Quests tied to crafting mechanics (players earned recipes, crafted items with  $ALICE token).

    • Clothing collection inspired by ELLE collections, curated for Web3 audiences.

Outcome: Delivered a questline that blended ELLE’s identity with Alice’s lore, deepened immersion, and rewarded players with unique, story-driven items.

Design Documentation - My Neighbor Alice

This document introduces a narrative-driven content feature for My Neighbor Alice: Roaming Spirits, small roaming critters that bring the world to life and deepen immersion.

The feature builds on an existing in-game system, extending it with narrative and aesthetic layers. While initially designed as a purely narrative addition, it was developed with scalability in mind, remaining open for further design and gameplay integration.

Process

  • Collaborated with developers to understand the system and its technical constraints.

  • Consulted with Art, Sound, Game Direction, and Production to evaluate feasibility.

  • Proposed an enclosed system (templates for behavior/traits) to avoid fully custom builds for each critter.

Content of the Document

  • Definition of Spirits as part of Alice’s lore

  • Concept & Design goals

  • System framework and characteristics

  • Examples of Spirits, each with backstory tied to the world’s culture and environment

Outcome
The document illustrates how a narrative concept can be scoped into a feasible feature: one that enriches immersion immediately while staying flexible for future design expansion.