Writing & Story Development

The Story Desk

Characters, dialogue, worlds, episode ideas, visual direction, and all the pieces that turn a strange little thought into something bigger.

How I know something is working

When the characters start answering for themselves.

A character starts working for me when I can predict how they would react without forcing the answer. I want a clear voice, personality, flaws, habits, relationships, and little contradictions that make them feel like a person instead of a list of traits.

The Character Room

Characters & Relationships

Relationships get interesting when two characters actually affect each other. I like when they bring out different sides of each other, misunderstand each other, make each other laugh, challenge each other, annoy each other, protect each other, or change over time.

If I can imagine them having an interesting conversation even when nothing major is happening, there is usually something worth developing.

The Lore Folder

Worldbuilding

I usually start with whatever makes the world different β€” a central rule, location, supernatural element, society, workplace, school, technology, or whatever the premise depends on.

Then I fill in everyday life: jobs, businesses, neighborhoods, food, transportation, routines, families, holidays, slang, social rules, clothing, architecture, and all the small things people would actually interact with.

The giant lore gets attention first. The tiny details are what make me believe the world is real.

Building the story

Episodes usually begin with a problem, a question, or a character who made things complicated.

Story / Episode Development

From one beat to a bigger arc

A lot of episodes begin with a character problem or relationship situation because those naturally create conflict. Sometimes it is a joke I want to see play out, a worldbuilding idea that deserves its own episode, a mystery clue, or a major event I know needs to happen later.

For longer arcs, I think about where the characters are emotionally at the beginning, what I want to change, and which events would actually cause that change.

I also like leaving room for smaller slice-of-life episodes. Those are often where the audience really gets attached.

Dialogue

It should sound like them, not like me.

I think about how direct someone is, how much they talk, whether they joke when uncomfortable, whether they interrupt, how formal they are, which words they use, what they avoid saying, and how their speech changes around different people.

Some characters ramble. Some barely answer. Some tease constantly. Some say exactly what they mean. Some never say the thing they actually mean.

If I can remove the character names from a conversation and still know who is speaking, that is usually a good sign.
Visual development

The feeling comes first.

Before I decide individual details, I want to know whether the project should feel cozy, bright, eerie, cinematic, soft, chaotic, elegant, strange, grounded, colorful, or something else.

Then I start thinking about character design, silhouettes, color palettes, environments, clothing, architecture, lighting, references, and how expressive everything should be. I care a lot about characters having recognizable silhouettes and visual personalities.

I also notice pretty quickly when something looks nice on its own but does not actually belong in that particular world.

Before It Looked Organized

Potentially all of it changes. 😭

Names change constantly. Characters get combined, removed, redesigned, aged up or down, or suddenly become much more important than they were supposed to be.

Relationships shift. Tone changes. Whole plots disappear. World rules get rewritten because one idea creates a contradiction somewhere else.

I do not think the first version needs to be protected just because it came first.

The fun part vs. the real work

Twenty ideas are easy. Making them all fit is the work.

Characters and relationships are probably the most fun for me, and worldbuilding is close behind. Once I understand who everyone is and how they interact, ideas come very quickly.

The part that takes the most time is organizing everything afterward: making sure new ideas do not contradict established canon, support the right character arcs, and still make sense six episodes later.

Selected public samples

I would rather curate a few strong examples than upload everything.

Small dialogue exchanges, short script excerpts, scene snippets, character voice notes, selected development notes, and before-and-after examples can all live here as projects are approved for public sharing.

Dialogue exchangesScript excerptsScene snippetsCharacter voice notesDevelopment notesBefore & after
β€œThe part of story development I probably overthink the most is whether everything still feels like the same character and the same world after I have added fifty more ideas to it.”