This hour long audio-novella was adapted from a video game design doc I scribbled some years back. It was the narrative frame for a single player VR game that never happened.
The game would’ve featured two interwoven campaigns: a Y$#%*a Adjudicator hunting renegades across Earth, the other a young soldier whose encounters with the creatures lead to the founding of OWLF. Set pieces ranged from the Darien Gap, New Orleans during hurricane season, to a covert weapons lab in Siberia.
The doc had been written in a pulpy narrative style from the POV of the two main characters. So I told Claude Opus 4.6 to use as much of what I’d scribbled as possible, unpack the game mechanics and my dev notes into prose, and transform my doc into a spoken-word novella.
It pretty much worked. The AI used what I’d written, then wove both campaigns together chronologically, turning levels and gameplay beats into a cohesive yarn.
The story is told by an OWLF analyst recounting a classified oral history. ElevenLabs provided a voice that sounds like Sir David Attenborough narrating a UK nature documentary. I hope this experiment inspires you to experiment with AI tools in a creative way and make something fun.
Even if you’re the only one who thinks it’s rad!
Bad Blood Bounty: In 1989, a soldier survives an encounter with an alien hunter in the jungles of Panama, only to be discharged when no one believes his story. Recruited by a rogue government agent to prove the creatures exist, he tracks them from the gang-war streets of hurricane-ravaged New Orleans to a covert Russian weapons lab in Siberia, where scientists are reverse-engineering a crashed alien ship. When a squad of alien executioners storms the facility, the soldier and the creature he once hunted must fight side by side to survive, forging an unlikely alliance that becomes the origin story of OWLF, Earth’s first extraterrestrial defense unit.