Narrative design tool helping game writers & narrative designers create and keep track of their storylines and manage narrative content visually.

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Narrative systems get more powerful when story logic is treated as part of the design, not something bolted on later. In this tutorial we cover the basics of scripting in articy:draft X, from conditions to variables and beyond. articy.com/en/adx_basics_scr…
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Got a perspective on narrative, games, or interactive storytelling? InErGa is looking for speakers to join the conversation. Share your experience, ideas, and lessons with the narrative community. narranauten.com/en/inerga/
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Your narrative project doesn’t live in text alone. Images, reference files, and other media are part of the bigger picture. In this tutorial, learn how to bring those assets into your project and keep them connected to your narrative work. articy.com/en/adx_basics_ass…
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Good narrative twists can make us rethink everything. Bad ones make us question whether the game ever trusted us. In this article Greg Buchanan explores twists, player agency, empathy, and the difference between being tricked and being cheated: gregbuchanan.co.uk/articles/…
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Tens of thousands of words. Branching dialogue. Game logic. Characters. Objects. Unity. For Dark Sail, narrative complexity needed a lot more than spreadsheets. See how they built their pipeline for Silence, Exile, and Cunning with #articydraft: articy.com/en/showcase/silen…
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Every branching decision adds production complexity. Learn how to structure scalable narrative flows with nested dialogues, conditions, and reusable containers, so your story stays manageable as your game grows. Watch the tutorial: articy.com/en/adx_basics_flo…
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The end of gamescom is always a moment of reflection for us at Articy. What did we learn? Did meetings go well? And do I need a larger Articy T-shirt next year? Grateful for a great experience. Thanks for the insights and conversations to everyone who came to meet us!
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Every story starts with words. Every production ships on structure. The Flow in articy:draft isn't about drawing boxes—it's about organizing narrative into a system your whole team can navigate, maintain, and scale. Watch the tutorial: articy.com/en/adx_basics_flo…
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We’re getting our bags packed, articy T-shirts ready, and getting excited to head to Cologne. If you spot the articy logo wandering around in Hall 4.1 , come say hi! We’d love to meet you.
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Professional narrative isn't built in linear documents, it's designed as interconnected systems. Learn how to navigate and structure the Flow in articy:draft, making narrative complexity easier to understand before it becomes production risk: articy.com/en/adx_basics_flo… #Gamedev
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Next week our team will be heading to Cologne to meet game developers, talk narrative, share ideas, and soak up the gamescom atmosphere. See you there!
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Ticket sale for adventure X starts today. Grab your tickets fast and don't forget to check out the speakers and exhibitors this year: adventurexpo.org/
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Last call to register for the WGGB panel on Editing Videogames on Aug. 13 in London: forms.cloud.microsoft/pages/…
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Join the conversation on one of the most overlooked parts of narrative production: editing in videogames. We're proud to sponsor the WGGB panel on Editing Videogames on Aug. 13 in London. Register here: forms.cloud.microsoft/pages/…
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Narrative shouldn't become untouchable halfway through production. If changing a quest, dialogue, or branch feels too risky, the problem usually isn't the writing, it's the production system. Find out why early narrative lock is a red flag:
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Why Teams Lock Narrative Early (And Why That’s a Red Flag)

In many game productions, there’s a moment where the pressure starts building around narrative. You’ll hear the producer asking: “Can we lock the story now?” Soon after: Dialogue freezes Branches stop

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Every game is different. Your narrative structure should be too. Learn how Templates let you build project-specific data models that keep story data consistent, scalable, and ready for production. Watch the tutorial: articy.com/en/adx_basics_tem…
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A great article showing how Blueberry's story touching on the effects of depression and trauma can make players less alone with their problems and feel seen and understood: news.xbox.com/en-us/2026/07/…
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Characters, NPCs, items, skills—everything that drives your game deserves more than a spreadsheet. Learn how Entities in articy:draft create a structured foundation for narrative that scales with your production. articy.com/en/adx_basics_ent… #GameDev #NarrativeDesign #Gamewriting
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