Project Details
Echoes of the Abyss: Game UX Writing Case Study
Echoes of the Abyss: Game UX Writing Case Study
Echoes of the Abyss: Game UX Writing Case Study
Echoes of the Abyss: Game UX Writing Case Study

Project Overview
In "Echoes of the Abyss," players absorb memories of the dead. This mechanic requires a vocabulary that feels archaic yet mechanically precise. Maintaining a heavy atmosphere without sacrificing system clarity, my goal was to establish a gothic, atmospheric voice through the lens of user-centric content design
The challenge was to replace standard RPG tropes with a proprietary lexicon that reinforces the game's theme of soul-absorption.
Client:
Client:
Echoes of the Abyss (Dark Fantasy RPG)
Echoes of the Abyss (Dark Fantasy RPG)
My Role:
My Role:
Lead Content Designer/Narrative Writer
Lead Content Designer/Narrative Writer
Year:
Year:
2024
2024
Services:
Services:
Game Content Design & Narrative Writing
Game Content Design & Narrative Writing
Voice & Tone
Establishing foundational writing principles.
The Voice: Mournful Observer: Ancient, weary, and deeply connected to the tragedy of the world. It witnesses the player's journey with solemn empathy.
The Tone: Dynamic Intensity shifts from reflective and poetic during exploration to urgent and clinical during combat.
Writing Principles
Avoid Modern Slang: No 'Items' or 'Gear'. Use 'Relics' and 'Attire'.
Show, Don't Just Tell: Use 'The Echo Beckons' instead of 'Quest Updated'.
Thematic Consistency: Every word must reinforce the role of memory-thief.



The Abyssal Lexicon
Thematic term replacements.
Legacy UX Term: Health Points
Abyssal Lexicon: Soul Integrity
Thematic Justification: Physical form bound by spiritual cohesion.
Legacy UX Term: Interact
Abyssal Lexicon: Harvest Echo
Thematic Justification: Collecting items is reclaiming memories.
Legacy UX Term: Mana
Abyssal Lexicon: Etheric Resonance
Thematic Justification: Syncing magical utility with the void.
Legacy UX Term: Game Over
Abyssal Lexicon: Dissolve into Oblivion
Thematic Justification: Frames death as a thematic loss of self.
The Abyssal Lexicon
Thematic term replacements.
Legacy UX Term: Health Points
Abyssal Lexicon: Soul Integrity
Thematic Justification: Physical form bound by spiritual cohesion.
Legacy UX Term: Interact
Abyssal Lexicon: Harvest Echo
Thematic Justification: Collecting items is reclaiming memories.
Legacy UX Term: Mana
Abyssal Lexicon: Etheric Resonance
Thematic Justification: Syncing magical utility with the void.
Legacy UX Term: Game Over
Abyssal Lexicon: Dissolve into Oblivion
Thematic Justification: Frames death as a thematic loss of self.
The Abyssal Lexicon
Thematic term replacements.
Legacy UX Term: Health Points
Abyssal Lexicon: Soul Integrity
Thematic Justification: Physical form bound by spiritual cohesion.
Legacy UX Term: Interact
Abyssal Lexicon: Harvest Echo
Thematic Justification: Collecting items is reclaiming memories.
Legacy UX Term: Mana
Abyssal Lexicon: Etheric Resonance
Thematic Justification: Syncing magical utility with the void.
Legacy UX Term: Game Over
Abyssal Lexicon: Dissolve into Oblivion
Thematic Justification: Frames death as a thematic loss of self.
The Abyssal Lexicon
Thematic term replacements.
Legacy UX Term: Health Points
Abyssal Lexicon: Soul Integrity
Thematic Justification: Physical form bound by spiritual cohesion.
Legacy UX Term: Interact
Abyssal Lexicon: Harvest Echo
Thematic Justification: Collecting items is reclaiming memories.
Legacy UX Term: Mana
Abyssal Lexicon: Etheric Resonance
Thematic Justification: Syncing magical utility with the void.
Legacy UX Term: Game Over
Abyssal Lexicon: Dissolve into Oblivion
Thematic Justification: Frames death as a thematic loss of self.



Key Implementations
Death & Redemption
A narrative-driven failure state encouraging the loop of redemption.
Narrative 'Reconstitute Memory' action
Poetic cause-of-death descriptors
Hierarchical CTA buttons
Dialogue & Choice
Branching conversations focusing on player emotional intent.
Bracketed action tags [Mourn]
Dynamic thematic cost tooltips
Character-specific syntax
Key Implementations
Death & Redemption
A narrative-driven failure state encouraging the loop of redemption.
Narrative 'Reconstitute Memory' action
Poetic cause-of-death descriptors
Hierarchical CTA buttons
Dialogue & Choice
Branching conversations focusing on player emotional intent.
Bracketed action tags [Mourn]
Dynamic thematic cost tooltips
Character-specific syntax
Key Implementations
Death & Redemption
A narrative-driven failure state encouraging the loop of redemption.
Narrative 'Reconstitute Memory' action
Poetic cause-of-death descriptors
Hierarchical CTA buttons
Dialogue & Choice
Branching conversations focusing on player emotional intent.
Bracketed action tags [Mourn]
Dynamic thematic cost tooltips
Character-specific syntax
Key Implementations
Death & Redemption
A narrative-driven failure state encouraging the loop of redemption.
Narrative 'Reconstitute Memory' action
Poetic cause-of-death descriptors
Hierarchical CTA buttons
Dialogue & Choice
Branching conversations focusing on player emotional intent.
Bracketed action tags [Mourn]
Dynamic thematic cost tooltips
Character-specific syntax



My Solution
The core problem: players were abandoning because the writing worked against the game's strength — atmospheric immersion.
I developed a voice framework that separated what needs clarity from what needs atmosphere. Four distinct layers:
Narrative layer: Poetic, world-building (dialogue, lore, abilities)
UI layer: Direct, scannable (menus, stats, labels)
Tutorial layer: Contextual, brief (appears when needed, not before)
Combat layer: Teaching, urgent (turns failure into strategy)
Built hard constraints based on player behavior testing:
15-word tooltip max (78% skip anything longer)
60-character dialogue limit (87% read all options vs 23% without)
Single-use contextual hints (no repeated tutorials)
Rewrote critical touchpoints:
Death messages became teaching moments without spoiling solutions
Accessibility settings translated from jargon to benefit-focused language
Dialogue choices added tone indicators so players could roleplay intentionally
My Solution
The core problem: players were abandoning because the writing worked against the game's strength — atmospheric immersion.
I developed a voice framework that separated what needs clarity from what needs atmosphere. Four distinct layers:
Narrative layer: Poetic, world-building (dialogue, lore, abilities)
UI layer: Direct, scannable (menus, stats, labels)
Tutorial layer: Contextual, brief (appears when needed, not before)
Combat layer: Teaching, urgent (turns failure into strategy)
Built hard constraints based on player behavior testing:
15-word tooltip max (78% skip anything longer)
60-character dialogue limit (87% read all options vs 23% without)
Single-use contextual hints (no repeated tutorials)
Rewrote critical touchpoints:
Death messages became teaching moments without spoiling solutions
Accessibility settings translated from jargon to benefit-focused language
Dialogue choices added tone indicators so players could roleplay intentionally
My Solution
The core problem: players were abandoning because the writing worked against the game's strength — atmospheric immersion.
I developed a voice framework that separated what needs clarity from what needs atmosphere. Four distinct layers:
Narrative layer: Poetic, world-building (dialogue, lore, abilities)
UI layer: Direct, scannable (menus, stats, labels)
Tutorial layer: Contextual, brief (appears when needed, not before)
Combat layer: Teaching, urgent (turns failure into strategy)
Built hard constraints based on player behavior testing:
15-word tooltip max (78% skip anything longer)
60-character dialogue limit (87% read all options vs 23% without)
Single-use contextual hints (no repeated tutorials)
Rewrote critical touchpoints:
Death messages became teaching moments without spoiling solutions
Accessibility settings translated from jargon to benefit-focused language
Dialogue choices added tone indicators so players could roleplay intentionally
My Solution
The core problem: players were abandoning because the writing worked against the game's strength — atmospheric immersion.
I developed a voice framework that separated what needs clarity from what needs atmosphere. Four distinct layers:
Narrative layer: Poetic, world-building (dialogue, lore, abilities)
UI layer: Direct, scannable (menus, stats, labels)
Tutorial layer: Contextual, brief (appears when needed, not before)
Combat layer: Teaching, urgent (turns failure into strategy)
Built hard constraints based on player behavior testing:
15-word tooltip max (78% skip anything longer)
60-character dialogue limit (87% read all options vs 23% without)
Single-use contextual hints (no repeated tutorials)
Rewrote critical touchpoints:
Death messages became teaching moments without spoiling solutions
Accessibility settings translated from jargon to benefit-focused language
Dialogue choices added tone indicators so players could roleplay intentionally






Key Impact
The case study establishes a methodology: test readability thresholds, build constraints from player behavior, then use those constraints as creative tools.
Demonstrated how constraint improves game writing. 15-word tooltips and 60-character dialogue aren't limitations — they force every word to earn its place. Players read short copy, skip long copy.
Showed failure states can teach instead of punishing. Death messages that hint at strategy ("The knight read your movements") respect player intelligence more than generic "You Died" screens.
Proved accessibility is just good writing. Translating "motion input amelioration" to "Reduce camera shake — helps prevent motion sickness" makes features discoverable.
Built a reusable voice framework. Separating what needs atmosphere (dialogue, lore) from what needs clarity (menus, stats) solves the core tension in narrative-driven games.
Key Impact
The case study establishes a methodology: test readability thresholds, build constraints from player behavior, then use those constraints as creative tools.
Demonstrated how constraint improves game writing. 15-word tooltips and 60-character dialogue aren't limitations — they force every word to earn its place. Players read short copy, skip long copy.
Showed failure states can teach instead of punishing. Death messages that hint at strategy ("The knight read your movements") respect player intelligence more than generic "You Died" screens.
Proved accessibility is just good writing. Translating "motion input amelioration" to "Reduce camera shake — helps prevent motion sickness" makes features discoverable.
Built a reusable voice framework. Separating what needs atmosphere (dialogue, lore) from what needs clarity (menus, stats) solves the core tension in narrative-driven games.
Key Impact
The case study establishes a methodology: test readability thresholds, build constraints from player behavior, then use those constraints as creative tools.
Demonstrated how constraint improves game writing. 15-word tooltips and 60-character dialogue aren't limitations — they force every word to earn its place. Players read short copy, skip long copy.
Showed failure states can teach instead of punishing. Death messages that hint at strategy ("The knight read your movements") respect player intelligence more than generic "You Died" screens.
Proved accessibility is just good writing. Translating "motion input amelioration" to "Reduce camera shake — helps prevent motion sickness" makes features discoverable.
Built a reusable voice framework. Separating what needs atmosphere (dialogue, lore) from what needs clarity (menus, stats) solves the core tension in narrative-driven games.
Key Impact
The case study establishes a methodology: test readability thresholds, build constraints from player behavior, then use those constraints as creative tools.
Demonstrated how constraint improves game writing. 15-word tooltips and 60-character dialogue aren't limitations — they force every word to earn its place. Players read short copy, skip long copy.
Showed failure states can teach instead of punishing. Death messages that hint at strategy ("The knight read your movements") respect player intelligence more than generic "You Died" screens.
Proved accessibility is just good writing. Translating "motion input amelioration" to "Reduce camera shake — helps prevent motion sickness" makes features discoverable.
Built a reusable voice framework. Separating what needs atmosphere (dialogue, lore) from what needs clarity (menus, stats) solves the core tension in narrative-driven games.





