background: linear-gradient(-45deg, #0D0D1A, #1E0A3C, #2D1B69, #4A1259); background-size: 400% 400%; animation: aurora 12s ease infinite; @keyframes aurora { 0% { background-position: 0% 50%; } 50% { background-position: 100% 50%; } 100% { background-position: 0% 50%; } }
top of page

Character & Narrative Design: Ashley's Room

  • Writer: Deepanjali sarna
    Deepanjali sarna
  • 4 days ago
  • 3 min read

!! TRIGGER WARNING: Body Dysmorphia and Self-Harm!!


Inspired by a prose piece I wrote a few months ago.


Context / Purpose:

This piece demonstrates character-driven narrative, environmental storytelling, and branching choice structure. It could be adapted for a visual novel or narrative-driven game, where player decisions affect Ashley’s emotional state, dialogue options, and perception of her environment.


Character Profile: Ashley

Age

22

Traits

Creative, introspective, struggling with self-doubt and body dysmorphic disorder

Core Conflict

Desire to express herself vs. feeling trapped in her mind and environment

Motivation

Seeking escape, validation, and self-understanding

Objective / Player Role

Guide Ashley’s choices to influence her emotional state, creative output, and interactions with her environment.


Design Intent

  • Demonstrates internal monologue, branching dialogue, and environmental storytelling

  • Explores empathy-building choices that impact narrative tone and character growth


Environmental Storytelling

Object / Space

Description

Narrative / Symbolic Meaning

Player / Emotional Impact

Walls

Faded lavender paint, chipped in places

Reflects fading creativity, mood, and sense of neglect

Player senses melancholy and isolation

Posters

Crooked, faded images of favourite artists

Represents past inspirations, lost energy

Evokes nostalgia, empathy for Ashley

Desk / Art Supplies

Cluttered with half-finished sketches and paint tubes

Creative potential stifled by self-doubt

Encourages players to interact via creative choice paths

Bed

Unmade with crumpled blankets

Emotional disarray, personal neglect

Player perceives mental state, prompts empathy

Mirror

Smudged and avoided

Body dysmorphic disorder, self-critique

The player can choose to engage or avoid; it affects the emotional arc

Books

Worn-out, scattered on the floor

Desire for escape and growth, unused potential

Highlights internal conflict; can trigger branching journaling events

Music Player

Soft indie/ haunting tracks

Solace, emotional expression

Audio cues reinforce mood; calming or reflective interactions

Window / Outside View

City sounds, social media glimpses

Isolation, contrast with vibrant life outside

Prompts player choice: engage with the outside world or retreat

Lighting / Shadows

Dim, heavy curtains; soft shadows

Darkness as comfort and concealment

Affects the mood and environment description dynamically

Bandages / Tissues

Hidden in drawers, crumpled and stained

Evidence of self-harm / coping mechanism

Player sees stakes; choices affect emotional outcomes

Branching Narrative Flow The narrative runs across three scenes.


Scene 1 opens with Ashley in her room. The player chooses where her attention goes: the mirror, her desk, or staying in bed. Each is a different relationship with herself: confrontation, creation, or avoidance.


Scene 2 branches based on that choice. Each path has its own emotional logic. The mirror path puts Ashley face-to-face with her inner monologue. The desk path is about making something despite the fear. The bed path is about what happens when she reaches outward, music, her phone, a book, instead of inward.


Scene 3 converges into one of three endings depending on the cumulative emotional state built across Scenes 1 and 2.


The Three Endings

Reaching out: Ashley takes a small step toward someone or something. Not healed. Just cracked open enough to want to try. The closing line: "She let herself want them to try."


The drawer: Ashley doesn't make it to the other side of tonight. The narrative cuts away before depicting anything. One sentence remains on screen: "Ashley is not okay tonight." A crisis resource prompt appears here, placed once, sincerely, without drama.


Nightfall: Ashley survives the night without resolution. She falls asleep with the light on. The closing line: "The room held all of it. And so did she."


Design Notes

  • Branching choices affect emotional state, environment, and dialogue options

  • Environmental feedback dynamically responds to player decisions

  • Encourages empathy and engagement

Comments


  • LinkedIn
  • Medium

© 2026 by Deepanjali Sarna.

bottom of page