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Pigeon

A dialogue-free, story-driven adventure set in 19th century Istanbul.

ROLE

Narrative Designer

STATUS

Concept

GENRE

Narrative Adventure · 2D Platformer

Pigeon
OVERVIEW NARRATIVE DESIGN CHARACTER QUEST FLOW BARK & NPC BEHAVIOUR

01

Overview

A male pigeon is captured by humans and forced into service as a carrier pigeon. Every day, he leaves the loft to deliver messages and returns when the job is done. But every flight takes him back over the city where he lost his mate and nest.

Small changes begin to break the routine. The wind shifts. A receiver is missing. A familiar nest appears along the route. Instead of simply completing his deliveries, he starts following these signs.

What begins as a routine slowly turns into a search for the life he lost. In the end, he finds something different from what he was looking for and has to choose what comes next.

02

Narrative Design

ROUTINE AS STORY STRUCTURE

The player learns the pigeon's routine by repeating it: receive the message, fly the route, make the delivery, return. Once that routine is familiar, small changes start to matter. A different wind direction, a missing receiver, or a familiar-looking nest can signal that something is wrong without explaining it in text.

EMOTION THROUGH BEHAVIOR

The pigeon's emotional state is never explained to the player. It has to show through what he does. Early on, he lowers his head when he returns to the cage. Later, he stops doing it. He hesitates before flights, stays near nests longer than necessary, and becomes distracted by things connected to his old life.

CHARACTER CONFLICT AS PLAYER CHOICE

His main conflict is between completing the job and following signs of the life he lost. The player should feel the same pull. Continuing the delivery is the clear objective, but leaving the route to investigate something familiar may bring him closer to what he actually wants.

MOVEMENT AS A NARRATIVE CONSTRAINT

The game is designed as a 2D platformer rather than unrestricted flight. Limited movement keeps the pigeon within readable spaces and allows wind, narrow routes, obstacles, and environmental hazards to shape both exploration and story progression.

03

Character Profile

ROLE

Male, forced carrier pigeon.

SPECIES BEHAVIOR

No speech, no vocal performance. Communicates only through movement, posture, and flight behavior.

HOW OTHERS SEE HIM

Disciplined, fast and clean flyer, quiet, keeps distance from humans, completes every task without resistance.

WHAT'S ACTUALLY GOING ON

He is grieving the mate and nest he lost when he was captured. He has stopped fighting the situation, but he hasn't stopped hoping he'll find her again.

CORE FEAR

Not death or danger. Losing hope. The moment he stops believing he'll find her is the moment he's actually lost.

BEHAVIORAL ARC

Aggressive right after capture. Resigned once escape stops looking possible. Still compliant on the surface, but increasingly distracted by anything that resembles a trace of his old life.

DESIGN USE

All of this has to read through gameplay and animation, not narration. Hesitation before a flight, lingering near nests, avoiding eye contact with humans, breaking formation to look at something on the ground.

04

Quest Flow

The pigeon's first delivery, from leaving the cage to completing the route and returning to the loft.

Quest flow chart for Pigeon's first delivery

05

Bark & NPC Behaviour

SCENE CONTEXT

After escaping several dangers, the player reaches the rooftop of an old house. With an injured wing, he finally gets a moment to rest. Exploring the rooftop, he spots a nest and moves toward it, hoping it might be his own.

TRIGGER

Player enters the nest area.

CHARACTER

Resident Pigeon

BEHAVIORAL ESCALATION · NO DIALOGUE
01

NOTICE

Notices the player, turns to face him, puffs up feathers, lowers body, short warning coo.

02

WARN

Player steps closer. Resident pigeon walks toward him with short wing-flaps. Warning coo gets louder and more aggressive.

03

BLOCK

Resident pigeon keeps blocking the path, mirrors the player's movement around the nest, never lets him get close.

04

WATCH

Player backs off. Resident pigeon stops chasing but keeps watching from beside the nest.

05

IDLE

After a few seconds with no further approach, calms down, folds wings, returns to idle.