Drunk in Gunk

Drunk in Gunk

 (Narrative Design, Game Design, Programming)

Concept:A non-linear, meta-humorous visual novel set in the chaotic mysteries of Area 51.
Choices:Player decisions and inebriation levels influence the story, leading to 20 unique endings.
Highlight:Features eccentric characters, alien love interests, and even an alien dance party.
Theme:A satirical adventure full of laughs, surprises, and unpredictable outcomes.

Team Credits:
Deegan Kosen- Programmer and Narrative Designer
Vaibhav Varma- Narrative Designer, Artist, Writer and Voice Actor
Benjamin Dryburgh, Daniel Thomas, Maika Rubak Mazur – Voice Actor

Notable Contributions

Wrote branching dialogues filled with humor, meta-commentary, and the occasional fourth-wall break.

Designed 20+ unique endings, each with its own version of the end credit song sung differently, weaving complex choice trees. Created quirky, unforgettable characters with distinct voices that make every interaction a joy.

Started with initial planning on Miro, crafted a detailed outline in Twine, and then brought the game to life in Ren’Py for the full visual novel experience.

An example of one branch of the game that dives into ai-style culinary chaos, where your choices determine the ending, leading to one of three outcomes.

Due to the amount of choices, the twine preview looks like this:

Mapped out the entire planning process on Miro, from character development to branching paths, choices, and endings