Your First Interactive Film Game: A Platform-Independent Three-Minute Story Template
Use five nodes, two choices, and three endings to build a three-minute interactive story prototype in any tool that supports branching logic.

Introduction
Usage note: This article is a platform-independent story template. It does not include buttons, menus, or steps for creating, previewing, or publishing in any specific product.
For your first interactive film game, do not start with worldbuilding, ten characters, and twenty endings. Complete a three-minute loop first: 5 nodes, 2 choices, and 3 endings. The goal is not to make your defining work, but to work through “hook—choice—feedback—state—ending” yourself.
Story Template: The Last Elevator Ride
The protagonist enters an elevator after working overtime and receives a text from an unknown sender: “Don't press the button for the first floor.” A nervous stranger is also in the elevator, and the floor indicator begins jumping erratically.
Node 1: Hook (30 Seconds)
Establish the location, goal, and anomaly. The protagonist just wants to go home; the text signals a risk, but its source is unknown.
Node 2: First Choice (15 Seconds)
- Press the button for the first floor: set
trusted_message=false - Do not press it; ask the stranger: set
trusted_message=true
The options are not a judgment of good and evil, but a conflict between “trusting an unknown warning” and “continuing with a normal course of action.”
Node 3: Shared Crisis (60 Seconds)
The elevator stops at a floor that does not exist. Use a line of dialogue or a phone screen to read the first state variable: players who trusted the text reach for the emergency button ahead of time; players who did not learn another piece of information from the stranger. Most of the visuals can be shared.
Node 4: Second Choice (15 Seconds)
- Open the door:
open_door=true - Press the emergency call button and wait:
open_door=false
Node 5: Three Endings (30–45 Seconds Each)
- Trust the warning early and wait: a safe ending, but the source of the text remains a mystery;
- Open the door while knowing the stranger's information: a truth ending that reveals the cause of the floor anomaly;
- Open the door without being prepared: a failure ending that also reveals a piece of information useful in the next run.
These three endings are only a creative template. Rewrite them to fit your original premise; do not treat the examples as the only answers.
Minimum Asset List
One elevator setting, two characters, a shared crisis sequence, two short reactions, three ending sequences, the text message, four choice labels, and two Boolean state variables. Work through the logic with plain text and low-fidelity placeholders before producing expensive media assets.
Self-Test Checklist
- Both choices can lead to at least one ending;
- The first state variable is read in node 3 or an ending;
- Every ending can be traced back to the choices;
- There are no dead ends, empty buttons, or nodes you cannot return from;
- It takes about three minutes to go from the start to any ending;
- Already-read content can be skipped quickly on the second run.
Why Beginners Should Not Start with a Large World
A large world magnifies writing, asset, state, testing, and publishing problems all at once. A three-minute project lets you identify the real bottlenecks first: whether choices have a cost, whether video continuity holds, whether state is read, and whether revisiting content is convenient. Completing a loop brings you closer to a finished work than drawing a branching tree you will never finish filming.
This template can be mapped to any tool that supports nodes and state. Consult the tool's current documentation for specific buttons, menus, and preview and publishing methods; this article makes no assumptions about them.
Step One: Work Through the Node Graph with Text First
Create five stable node IDs, then connect the entry point, two choices, and three endings. Hold off on generating video. Use plain text to verify that every button has a destination, every ending is reachable from the entry point, and returning or restarting will not lead to a dead end. Set default values for the two Boolean state variables to avoid undefined outcomes when loading old saves or when a value has not been written.
List the four choice combinations in a path table and note which ending each leads to. Four combinations do not necessarily require four endings, but each must have an explicit outcome. If two combinations converge on the same ending, use a line of dialogue or a text message to read the difference so that the first choice still leaves a trace.
Step Two: Produce Assets in Order of Importance
Complete the shared crisis, feedback for both choices, and the three endings first, then add the opening atmosphere. End the parent shot in a neutral pose: the character faces the closed door and has not yet reached out; both child shots begin from the same position. Record clothing, the phone, the elevator floor, the stranger's position, and lighting in a continuity sheet, and check every regeneration against it.
If the budget is limited, text messages, floor records, and internal judgments can use text or still frames; keep video for the danger after the door opens and the characters' reactions. Connect transitions between media through actions such as picking up the phone or looking toward the panel. Do not suddenly insert an explanatory page unrelated to the scene.
Step Three: Test All Four Paths
Run “press first floor/open door,” “press first floor/wait,” “ask/open door,” and “ask/wait” separately from fresh saves, recording nodes, state, and endings. Then test quitting and resuming midway, rapid repeated clicks, disconnection, going back, and skipping already-read content. Choices should receive immediate feedback, and endings must explain what triggered them and provide a way to retry.
Have a tester who has not seen the node graph play it. Ask what they knew before each choice, what they were worried about at each point, why the ending happened, and whether they would want to explore another path. If success requires guessing, add risk signals; if one option is obviously good and the other bad, redesign the costs.
Completion Criteria
The loop is complete only when the project meets all of these conditions: logical reachability, media continuity, state being read, a working three-minute pace, and an acceptable cost for a second run. Save the final node graph, path table, asset list, and defect log together. They will help you make your next work more than keeping only the finished video.
This article deliberately provides no software-specific button or menu instructions, and it does not present the example as a description of DramaFork's current features. Readers only need to map the node, state, path, and asset fields to their own tools and follow those tools' current documentation.


