← Andrea D’Angelo · Writing samples

Mission flow

Fury Driver

Fury Driver 1 & 2 · audiogames

Problem. An audio-only game, fully accessible to blind and visually impaired players, built around illegal street races. What I did. Wrote the story, the characters and the mission flow, a quest-like document built around the game’s flow. I made the races narrative rather than mechanical, asking what a race costs the protagonist and who it is really against.

Writing sample · Mission flow

Goal: earn the backing of the man who runs the underground circuit. Pressure: his club is where the player’s father plays.

StepThe player doesStory function
1Asks to see the owner of the blues club where his father plays.Introduces the stake: the father’s place. The owner will only receive someone who brings him a rare bottle.
2Helps the bartender recover four crates from the cellar.Earns the brand and the lead; teaches how favours work in this world.
3Searches a merchant’s cluttered storeroom for the bottle.Exploration task with a small comic character.
4Delivers the bottle and talks to the owner.The wager: the father stays on stage only as long as the player keeps winning.
5Runs three errands to erase the car from official records: a part hidden in a garage, a pawnshop to enter another way, a part bought with a favour.Three solutions to three problems. Stealth over violence keeps the protagonist’s principles intact.

What follows. Each of the top five racers changes the way the player sees the city. When the strongest rival’s car fails mid-race, the race turns into a rescue: the protagonist, an undercover cop, saves a man he may one day have to arrest. Only then can the final race be run.