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Time Keeper

Interactive narrative + time management game​

Contributions:

  • Directed a 8-person team

  • Gameplay design (narrative + relationship system + minigames)

  • Character/background/UI art

Navigate the life of a doll-like maid named Anastasia as she manages her time, serving multiple clients and getting acquainted with her fellow maids. Whether she'll remain cold or slowly warm up to her emotions will depend on your choices.

ROLE: Led the team; crafted the core system design and mentored teammates to implement detailed features.

Gameplay Overview

  • INTERACTIVE STORY: 30+ narrative branches and multiple endings shaped by choices and relationship system

  • RELATIONSHIP SYSTEM: Player decisions influence character bonds, causing characters to act differently

  • TIME MANAGEMENT MINIGAME: Integrated into the story; players complete 5 unique task-based minigames to meet goals within limited turns

Gameplay Loop and Iterations

A major change is an overhaul of the time management game. The original version lacked a clear goal, and players had no incentive to try all the different tasks. By introducing the attribute goal, players are encouraged to think strategically and do a variety of tasks.

Time Keeper UI Wireframe (1)_edited.jpg

Interactive Story

  • Developed the overall story outline and branching outcomes

  • Guided teammate to write out the full dialogue based on narrative framework; Provided feedback and revisions during weekly writing reviews to maintain consistency in tone and character arcs

  • Designed story branches to reflect and reinforce the consequences of player actions, leading to dramatically different outcomes

Narrative choice graph

Time Management Minigame

Tutorial Demo

UI/UX

  • Led wireframing and established the UI’s visual identity—primarily using a gold, red, brown, and black palette inspired by Art Deco

    • Art Deco motifs were chosen to reflect the game's themes of authority and decay​

  • Illustrated most UI art assets and ensured cohesive presentation across menus and gameplay

  • Used Figma for wireframing and Procreate for final asset production, with implementation in Renpy

UI Wireframe to Final Game UI

Art

  • Led the visual direction with a painterly style and aesthetics inspired by early 1900s 

  • Trained a team of 4 artists to follow this aesthetic, ensuring a cohesive look across the game

  • Illustrated and designed several key characters, hand-painted backgrounds, and narrative cutscenes.

Character Art

Untitled_Artwork.jpg
Luna.png
Untitled_Artwork.png
Npc#1.png

Cutscene Illustrations

Backgrounds

©2025 by Annabel Luo.

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