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JAZZ AND AZUL

Company
University Project

Duration
2019 - 2020


Genre
Narrative Adventure

Platform
PC

Engine
Unity

Roles

Game Design (all)
Writing (all)
Production (all)

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Overview

A single-player, story-driven adventure exploring friendship, segregation, and identity through a world divided by jazz and blues music.

 

My Main Contributions​

Narrative Design & Writing

I designed and wrote the full narrative, including the core story, dialogue, cutscenes, character profiles, and codices, ensuring each narrative beat served a clear emotional and thematic purpose.
 

Worldbuilding & Research

I carried out focused research into jazz and blues history, music theory, and real-world segregation (1910–1970), using this to inform dialogue, lore, character voices, and the wider narrative message.
 

Environmental & Non-Verbal Storytelling

Narrative was reinforced through environment, space, and music, using visual and contextual storytelling alongside written dialogue to communicate meaning without over-explaining.
 

Dialogue & Voice Direction

I wrote all dialogue and cutscene scripts, directed voice acting, organised auditions, and edited voice-over to ensure performances matched character intent and emotional tone.
 

Cinematic Storytelling

I storyboarded and edited cutscenes and the game trailer, focusing on pacing, clarity, and emotional impact to support the narrative arc.
 

Collaboration & Narrative Integrity

I worked closely with my teammate to keep narrative, art, and gameplay aligned, regularly reviewing the pipeline to protect the intended player experience.

Recognitions

  • Design Bridge, a highly awarded design agency, chose our game to be featured as one of fourteen in their 2020 curation.

  • Honourable mention at Fresh Meet’s Nationwide Degree Show 2020

  • Voice performance nominated for The One Voice Awards (USA) – Best Performance in Gaming

An excerpt from the script, shown as fully voice-acted dialogue in-game. This demonstrates my approach to using narrators to guide the player’s journey through story and character, rather than relying on UI prompts or non-diegetic instruction.

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Early gameplay moments developed alongside the 43-page script, keeping dialogue, direction, gameplay, and UI/UX visible in one place to serve the story-first nature of the game

Mayor Wallace’s address at The Great Divide ceremony, using distorted history and authoritarian rhetoric to legitimise hatred and reinforce division.

An NPC biography written to define character, support 3D modelling, and guide voice actor performances during auditions.

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Two proud moments: Stephanie’s Best Performance in Gaming nomination for Jazz, and the project’s feature in Design Bridge’s 2020 curation.

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