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Creating a digital story through Twine (and a painful reminder to always back up work)

Writer's picture: Kirk TillerKirk Tiller

As part of my GAM-403 Digital Storytelling Module, I produced a digital story in Twine. It had player input (for their name), a trust system with the character you are in correspondence with, several intense moments where your choices affect the outcome, and even a puzzle section that had you decrypting a code and putting answers together to get a hidden ending.


Twine is an engine for creating interactive narratives that allows players to read along with a story, and make choices that affect how it plays out.

Unfortunately, my trusty laptop decided to stop booting up on Thursday. I managed to save the files with a reinstall of windows, but my Twine document, which is saved on the Twine servers, is nowhere to be found. This is a painful, but useful reminder to always back up your work.


All that I have left is a flowchart detailing the story that would have played out in the game.


In my next post, I will discuss how I had begun to port the story from Twine into Unity, using a tool called Fungus. I also created a 3D environment for the game, which I will discuss there.

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