Workflow guide

From spark to script

A generated story spark is not a story — it is a dare. Somewhere inside every premise hides a game worth making, but getting from a three-line idea to a shippable plot takes deliberate work. This is the workflow working indie writers use to turn raw game story ideas into plots their teams can build.

Step 1: Extract the itch

Read your spark and find the single element that excites you — the weird world, the odd protagonist, the twist. Write it down in one sentence, then throw the rest of the spark away without guilt. You are not adapting the idea; you are mining it. The itch is the emotional core: a lighthouse keeper who inherits a haunted radio is an itch. Everything else is negotiable.

Step 2: Write the logline

Compress the itch into a logline: protagonist, goal, obstacle, stakes. "A retired lighthouse keeper must befriend the ghosts in her radio to guide one last ship home before the light goes out." If you cannot write this sentence, the itch is not ready — generate another batch of game story prompts and keep digging. A story you cannot summarize is a story you cannot scope.

Step 3: Translate story into verbs

This is the step novelists skip and game writers cannot. List what the player does: explore, tune, befriend, repair, choose. Then check that the verbs express the theme. If your story is about connection but the verbs are all combat, something has to change — either the story or the game. Verbs first, dialogue later.

Step 4: Build the beat sheet

Outline 8–12 story beats on one page: the inciting incident, the point of no return, the midpoint reversal, the darkest moment, the climax, the resolution. Each beat should imply gameplay, not just cinematics. A beat that says "the hero learns the truth" is a writing beat; a beat that says "the player chooses which truth to believe, and the level changes" is a game beat.

Step 5: Prototype the fantasy

Build the smallest playable slice that delivers the core feeling — one area, one mechanic, placeholder art. If playtesters feel the itch without any story text at all, your foundation is solid. If they are confused, the problem is usually the verbs, not the words. Fix the play before you write the script; rewriting is cheap, rebuilding is not.

Step 6: Lock scope, then write

Only now — with verbs proven and scope locked — write the actual script. Work beat by beat, keeping a style guide for voice and terminology. And keep generating sparks throughout: when a quest needs a side story or an NPC needs a backstory, the loom is faster than staring at a blank page.

The whole workflow fits on an index card: itch, logline, verbs, beats, prototype, script. Skip a step and you will pay for it in the step after.

Using LoreLoom through a project

Different phases want different settings. Early on, use mixed genres and full premises for wild brainstorming. When the genre locks, generate within it for side quests and lore. When the script is written, use story hooks for flavor text, item descriptions and environmental details. One tool, three jobs — as long as you remember it weaves sparks, not stories. The story is yours.