Interactive Fitness GAME

My role

Narrative Designer

Studio

INSANE AI Studios

Team Size

~20

Platoforms

Android / IOS

genre

Mystery, Fitness Exergaming,  Fitness Adventure, Hindu Mythology

Game Brief

This is an action adventure fitness mobile app game where players take on the role of the Surveyor as they navigate and uncover the mystery of an ancient city that is trapped within the mysterious Chakra Maya. Set in a world entirely beneath the surface, the game combines narrative driven exploration with real life physical exercises, requiring players to perform movements like jumping jacks, squats, and high knees to activate ancient machinery, solve puzzles, and battle supernatural forces.

Overview

Challenge

Seamlessly integrating a compelling narrative into the camera based Fitness Tracking app while maintaining immersion and user engagement.

Opportunity

Crafting a new, unique IP that blended mystery, Hindu mythology, and fitness mechanics and created a deep & immersive workout experience.

Background

The client, Insane AI, had been looking to gamify various aspects of their Camera based fitness tracking app, with a particular focus on creating an engaging narrative around their product to increase user retention and drive new users to the app.


Their goal was to craft a rich world, eventually filling it with stories that players could explore. I was hired as a narrative designer to help them achieve this. I collaborated closely with the production team to develop pilot worlds, brainstorm narrative concepts and propose various gameplay ideas, all aimed at helping create a new and unique Intellectual Property from the ground up, based on their specific goals and requirements.

Tools

– Obsidian
– Miro
– Photoshop & Paint
– Google Docs
– Youmescript

Obsidian

Miro

Photoshop & Paint

Google Docs

Youmescript

Responsibilities

– Developing pitches.
– Devising lore logic for the camera based fitness tracking gameplay.
– Establishing an Ethos and developing deeper themes.
– Designing Gameplay elements.
– Crafting an immersive world filled with engaging lore.
– Creating characters and storylines
– Writing a working screenplay, barks, Flavor Texts and more.
– Organizing and keeping a track of the narrative elements across the game.

Developing pitches.

Devising lore logic for the camera based fitness tracking gameplay.

Establishing an Ethos and developing deeper themes.

Designing Gameplay elements.

Crafting an immersive world filled with engaging lore.

Creating characters and storylines

Writing a working screenplay, barks, Flavor Texts and more.

Organizing and keeping a track of the narrative elements across the game.

The Process

01. Discovery & research

Where to begin?

Though I wasn’t entirely unaware of fitness as an important aspect of life, it was a new genre for me to work with as a narrative designer. I needed to quickly acquaint myself with its cultural nuances, the obstacles people faced, what inspired and drove them, and to learn of the underpinning motifs of the genre as a whole.

At the same time, It was also imperative for me to fully understand the deliverables, requirements, and the product itself.

This was the primary focus of the discovery and research phase.

Discovery

Understanding requirements

The client had very specific requirements for developing a new IP from scratch for their fitness app, such as:
– A narrative that intuitively fits their camera based fitness tracking system.
– A compelling story that was interesting to follow.
– And other requirements such as:

Beyond these, I also worked to understand:
– The artistic and tonal direction they envisioned.
– The tech stack they planned to use.
– The required deliverables and their scope.
– Potential gameplay ideas and mechanics to complement the narrative.

Understanding the product

I then took care to note and familiarize myself with the workings of their fitness app, including testing the fitness system myself, while also reviewing the user flows and user personas.

instructions video
instruction video 2

The app uses the front camera of the phone to capture a person’s workout routine, which is then analysed by the system’s AI to garner points to the user based on their performance (intensity, speed, and posture), rewarding them and incentivizing consistent workouts.

User Persona

Arjun | He/Him | 27

Occupation: Software Engineer (Remote)
Location: Bangalore, India
Fitness Level: Intermediate

Arjun's Story

The pandemic has locked Arjun inside, blurring the days into an endless cycle of work, sleep, and scrolling through screens, with a growing sense of claustrophobia as the walls seem to close in around him. Even stepping outside feels risky, and the repetitive at-home workouts only reinforce how little control he has over his life. On top of that, Arjun is also frustrated with the state of the world, the mishandling of the crisis and the lack of awareness among his peers about the dangers still present.

He craves an escape, something to break the monotony, but at the same time, he wants to feel productive and in control.

What kind of a story would be Relatable for Arjun?

A fitness experience with a narrative that is similarly relatable and that subtly makes him feel powerful, productive and in control of the situation would work well.

It would reflect his own journey of navigating uncertainty, reclaiming control, and proving to himself that he is still moving forward, even when the world isn’t quite there yet.

Paint Points

Gets bored with repetitive workouts, struggles with consistency, and lacks external motivation

Struggles with cabin fever, lack of motivation, and the monotony of pandemic life

Goals

Improve strength and endurance while making workouts more engaging and fun

Stay physically active while finding an engaging escape from isolation

Motivation

Competitive nature, enjoys beating personal records, and loves earning badges/trophies

Wants workouts to provide not just fitness, but a mental and emotional break from being stuck indoors

Homescreen to workout flow

This flow details the journey of a user from the home screen to the end of the workout. (before narrative game play integration)

Workout Setup: Users begin at the Workout Details Screen, selecting difficulty, music, and power-ups before starting the session.

Exercise  Tracking: The workout follows a cycle of demo videos, exercises, and rest periods, with motion tracking ensuring accurate rep counting and milestone achievements.

Results & Social Features: After completing the session, users reach the Result Page, where they can view stats, leaderboard rankings, and share progress on social media.

This flow details the journey of a user from the home screen to the end of the workout. (before narrative game play integration)

Workout Setup: Users begin at the Workout Details Screen, selecting difficulty, music, and power-ups before starting the session.

Exercise  Tracking: The workout follows a cycle of demo videos, exercises, and rest periods, with motion tracking ensuring accurate rep counting and milestone achievements.

Results & Social Features: After completing the session, users reach the Result Page, where they can view stats, leaderboard rankings, and share progress on social media.

Research

In the research phase I focused on understanding fitness from multiple angles: academic, industry, and real world insights. I analyzed academic papers, studied competitor approaches, and explored how fitness is portrayed across various mediums. Additionally, I had discussions with fitness enthusiasts to gain firsthand perspectives.

Competitor Analysis - Zombies Run!

Playing Zombies run!

Overall, I think the audio-driven storytelling model is very well suited for the fitness exercise genre, as it allows the player to deeply immerse themselves while disregarding the need for immediate visual indicators (like in normal games). I noted this in my playthroughs of the few episodes that were available.

The game has periodic zombie chases that are fun. I enjoyed the sense of urgency when needing to sprint. It clicked with something in me that was primal. Maybe I was channelling the same energy as when my ancestors had to run from a Smilodon. Which, I suppose, is a perfect simulation of what one would need without having to be in some sort of actual danger. So, you could argue that it was more instinctual than being forced.

The in-game diegetic radio station is also a great idea. It makes the world feel much larger than it is. And for future reference, a simple in-game radio that players could listen to in lieu of playing a mission (something that requires less commitment) could work great for worldbuilding.

Though normally, I wouldn't say that I am a fan of the episodic approach to gaming, I think it actually works here. Unlike gaming, working out isn't always about leisure; it's a lot more about setting a routine. So, the episodic logic feels less like "You must enjoy this at a given time, every day!" and more like "Hey, are you going to run? Want to listen to this cool stuff while you’re at it?"

This setting could work for a dark techno-punk world that we want to create as well, as long as we can come up with an interesting enough story and the right incentives.

Strengths

Audio Immersion: It uses audio to tell a story, which reduces the reliance on visual interaction, which allows for for a seamless fitness experience without any unnecessary breaks.

Diegetic Storytelling: The in-game radio system is a good World building tool, and it allows for less committed runs.

Episodic approach: It uses an episodic model, which I think works well to incentivise players to keep coming back.

Smaller stories in on large world: It keeps the stories from being too long. I think that works pretty well within the larger world. This incentivises players to keep wanting to know more. (but the World building needs to be interesting).

Challenges

Genre Limitations: Not all players are drawn to a zombie setting, meaning a dark techno-punk theme (if pursued) may face similar hurdles.

 

Potential Interference with Workouts: Some may lack the time or desire to fully engage with gameplay mechanics while exercising. (It works alright for running, but it may not work very well for calisthenics.)

 

Scaling Narrative Complexity: High quality audio storytelling requires strong writing, voice talent, and audio production, making scalability a challenge. (We can only expect that to become a lot more complicated when executing for a multi performance workout.)

Zombies run! is an immersive audio adventure game where players listen to episodic stories while completing real world running missions.

Hindu Mythology Research

Hindu mythology and culture-inspired lore was intended to be one of the core pillars of the project. Not only did its unique aspects mesh well with the game’s themes of discipline and health, but it was also something the clients were particularly interested in exploring it as a source of inspiration for the narrative backdrop.


Concepts of Chakravartika and Nadi heavily influenced the lore behind the camera based tracking system (Lore details can be viewed in the World building section).


For the development of the religion of the Arogyats and Anunādina , I began by utilizing the concept of moksha, Trimurti and the rivalry of the devas and asuras as foundational framework. Adapting these elements, I tried to imagine the mythos of a religion that could emerge in a world set deep beneath the earth's surface.


The scope of this research predominantly drew from tertiary sources, including Wikipedia and personal life experiences, offering a foundational understanding. Given the constraints of the project, more extensive research could not be conduted, though future research could benefit from deeper exploration.

Friendly Discussions

From my discussions with fitness enthusiasts (mostly friends and family), I gained insight into their motivations and the personal significance of fitness in their lives. One of my friends, an ex-colleague, shared how his workout routine gave him a sense of purpose, day in, day out. His spiritual leanings also helped me see how fitness fits into the bigger picture as something more than just exercise; it serves as a path to spiritual catharsis (for some).

Their perspectives helped me build the framework of thoughts that would help me develop the IP.

Genre Exploration

I looked at how films like Rocky portray personal growth, discipline, and overcoming adversity, seeing how these themes could make fitness feel more meaningful.

TV series like Cobra Kai use character-driven drama to keep audiences invested. A fitness experience could benefit from strong character arcs to deepen engagement.

I explored how audiobooks create engagement without visuals, taking inspiration from how true crime and documentary-style storytelling hold attention through pacing and tone.

Academic Reading

I wanted to learn more about the clinical aspects of how physiology relates to fitness, so I explored various research papers on the topic. In my research, I identified a key theme that I wanted to incorporate into the narrative: the contrast between the physiological need for fitness and modern life.

Humans evolved as endurance hunters, built for sustained physical activity, but modern sedentary lifestyles have created a disconnect, leading to suboptimal health. Research confirms both the long-term and short-term benefits of movement, showing that regular exercise isn’t just beneficial, it’s essential for maintaining overall well-being. Much like an unused car that deteriorates over time, our bodies weaken when inactive, but with consistent movement, they can recover and regain strength.

This insight shaped my approach to designing a narrative that reinforces fitness as a biological imperative rather than just a lifestyle choice. (Exlored more thoroughly in the themes section)

02. Conceptualizing

Developing Pitches

With an apt understanding of what was needed, I set out to create the different pitches. I created three main pitches, each aligned with the established goals but pursuing them in a distinct way

Pitch 1 was very straightforward and primarily an exploration and expansion of the ideas provided to me by the clients, within the genre of dark biotechnopunk and an underground setting.

Pitch 1

Pitch 1

Pitch 1 was very straightforward and primarily an exploration and expansion of the ideas provided to me by the clients, within the genre of dark biotechnopunk and an underground setting.

Pitch 2

Pitch 2, while retaining some of the same core themes and ideas, had a completely different setting, and featured a stronger emphasis on the magical and mystical elements, as opposed to focusing on technology itself.

Pitch 2

Pitch 2, while retaining some of the same core themes and ideas, had a completely different setting, and featured a stronger emphasis on the magical and mystical elements, as opposed to focusing on technology itself.

Whereas Pitch 3 deviated most from the norm, exploring the cosmic and spiritual nature of physical wellness, and doing so with a lighter, adventurous and more whimsical tone to it.

Pitch 3

Pitch 3

Whereas Pitch 3 deviated most from the norm, exploring the cosmic and spiritual nature of physical wellness, and doing so with a lighter, adventurous and more whimsical tone to it.

The clients decided to go with Pitch 1.

Developing Themes

During the early stages of developing the game, I was encouraged to explore additional themes beyond those initially suggested by the client. Through my research, I was able to identify certain unique ideas and collect themes that I felt uniquely embodied the essence of fitness and the service.

Core Ethos

This creative freedom led me to conduct deeper research into the intersection of human biology, technology, and modern life. One such idea that I stumbled upon was the concept of “Death Through Disuse” which would become the core ethos of the Project.

'Death through disuse'

This concept was inspired by a research paper that detailed the physiological importance of physical exercise, particularly how it evolved in humans. The key idea was that:

Humans are genetically predisposed to be endurance hunters, a trait developed over millennia in response to environmental changes. However, in the modern world, in an environment of our own making, our bodies have struggled to adapt. While we benefit from the advances in modern medicine to keep ourselves healthy, many of us lead largely sedentary lives in a fastpaced, ever changing society. This disconnect has resulted in the suboptimal functioning of our bodies.

The paper then goes on to confirm both long term and short term benefits of exercise to the body backed by history of evolution in human beings.

In simple terms – we are aging and deteriorating faster because we aren’t using our bodies for their intended purpose.

When we don’t use our bodies as intended, we may experience physical decline, such as muscle atrophy or reduced stamina. So, we need to supplement our inactivity with exercise and replicate the metabolic state of our hunter/gatherer ancestors to become healthier.

(Of course, this is only until we can find a way to supercharge modern medicine and alter our physiology and forever confine ourselves to the dark corners of the virtual dimension.)

The clients liked the idea as it resonated with their core set of users, who were either working from home or stuck indoors due to the pandemic. So, the theme not only satisfied the requirements, but it also excited me with a concept that was worth exploring.

Other Themes

I have included all the other themes in much more detail here:

WorldBuilding

For this project, I decided to create a dark biotechnopunk world set deep beneath the surface, rooted in themes of decay, grunge, isolation, yet tinged with a small amount of an ever-dying hope. Taking inspiration from various works like the Blame!, Biomega, pandorum, and hive cities from 40k.


The setting was meant to create a juxtaposition between the hopelessness of the setting and the willing determination of the characters as they navigate through the varying complexities of said setting.


Over later iterations, as the scope of the project changed and new direction was requested, I developed a new, smaller setting within the same world. This new setting was more designed more in tune with the themes of piety, forlornness, absurdity, magic, and mystery.

Let’s discuss Amravata, the core focus of the worldbuilding:

Amaravat is a vast underground city powered by Amrit, an unstable source of energy that is essential to the sustenance life, and technology. Over generations, the cities' inhabitants have evolved to depend on it entirely, with it not only forming the basis of their survival, but also their economy as a currency and even their religion, creating a fractured society divided amongst each other by how much amrit one possesses.


The city spans 26 vertical levels, each with its own culture, economy, and governance. A sprawling Conduit Network delivers Amrit throughout the city. Damage to any part of this system leads to the creation of Black Cells, abandoned zones overrun by cave flora, supernatural entities, and illicit trade.


The religion, and economics of the city are so deeply entwined that many of its residents even believe that the god Anunādina dwells within the conduits.


As if the depths of depravity and the dystopian elements weren't enough, the city of Amaravat is also surrounded by the Chakra Maya, a shifting reality field that traps the city in isolation and warps time and space.


The tension between the various factions, the presence of dangerous creatures and supernatural elements of the Chakra Maya - all colliding under a fragile system ready to break - creates for an interesting setting for the game.


The Comprehensive work done for the world building can be view here:

Lore Bible

There’s more to the World Lore than what is presented here. 

If you’d like to explore additional work I’ve done for this project, please feel free to reach out.

Lore for the camera based fitness tracking system

How does the system work?

The fitness system uses the phone’s front camera and AI to analyze the user’s workouts by tracking posture, speed, and intensity. It provides real time feedback and rewards users based on performance and consistency.

How is it represented through Lore?

The camera and on device AI are represented in ther lore by the SAI (Smārṭa Arogya Ikshana), a companion intelligence that monitors the user’s health, guides them through ritualistic movements known as Kriyas, and assists in channeling Amrit. As players perform exercises they generate Amrit, which flows through energy channels called Nāḍīs and which then gathers at focal points known as Jīvavartikās.

This energy empowers the player's avatars, unlocks divine blessings, and enables interaction within the game world.


The player performs real life exercises like jumping jacks, squats, and high knees to solve puzzles, unlock pathways, and battle supernatural forces, blending fitness with gameplay.

Medal and Milestone Lore and Flavor Text

I created accompanying lore centered on the Arogyats’ pantheon of five patron Devas, each linked to a specific type of Kriya (ritual exercise):


  • Urdhvan – Upper Body Exercise
  • Adhovan – Lower Body Exercise
  • Ishvani – Cardio Exercise
  • Vyomvani – Agility Exercise
  • Arogya – Core Exercise

As players advance in each Kriya, they can earn tiered medals for completing tasks signifying growing favor with a corresponding Deva.


Mastering a discipline may grant players an aura (sign of devotion) unique to each god.


All of which is tracked by the Companion Intelligence (SAI).

Brainstorming Gameplay

A plan for gameplay

In the beginning, I wanted to ease players into the experience. The gameplay was supposed to be new and very physical, and we expected some players wouldn’t be familiar with traditional game etiquettes.


So, my goal was to teach new systems gradually (introduce a mechanic, let players try it) and then test them later in a way that felt earned and rewarding.

Hitting a brick wall

But as development progressed, scope became a real concern. The client needed something more structured and easier to design around, so we shifted to using predefined workouts. This helped create a balanced routine that prioritized user’s workout and didn’t create a high barrier of entry.


Taking inspiration from hades, I focused my efforts on designing a narrative that incentivized the player with narrative rewards.

However, even with that change, we worked to keep player agency intact through varied a narrative and predefined but well designed workout routines.

Future Hopes

There were still features we had hoped to include later, like a diagetic in-game radio, audio logs and more dynamic workout interactions.

This early concept level was designed to explore how gameplay, movement, and World building could work together in a unified experience. It introduces the player to core mechanics, the role of Amrit, and the relationship between physical exercises and in-game progression

03. Story Design

Developing the Story

Once the initial worldbuilding and story draft were complete, the clients reassessed the project pipeline and adjusted priorities. Due to a shift in scope caused by both internal decisions and external factors, the focus moved from a large scale narrative to a smaller story set within the same expansive universe. While much of the foundational work remained relevant, we pivoted to develop a new story.

The original narrative was set in the city of Amaravat and involved multiple characters entangled in a high stakes conflict combining action, mystery, and political drama. With the new direction, the story became more personal and character driven, centering on a single protagonist. The setting also shifted to the lost city of Samsara, allowing us to explore more intimate themes while still grounding the story in the world we had carefully built.

Narrative Structure

To support both story and gameplay progression, I chose a classic three act structure, divided across 25 levels. Each act serves a narrative and mechanical purpose.

Act One introduces the world, characters to the player and teaches them core mechanics.

Act Two deepens the emotional and external conflicts while gradually layering in new gameplay abilities like power empowerment.

Act Three delivers bombastic payoff through a high stakes climax against a demonic entity.

Each level is fundamentally also paced the same way as the larger narrative, with similar highs and lows, which also matches the rhythm of a workout.

User flow for a possible level 1
User flow for a possible level 2 (showcasing pacing)

Developing Characters

The story is about two people with very simillar struggles, who despite coming from very different backgrounds, find solace and comfort in each other. They help each other heal and grow by allowing themselves to be vulnerable and receive support.


My goal with this story was to show that even in adversity, all it takes is just one person that's willing to help, to save you.

The Surveyor

Brief

A former Amrit Node Surveyor haunted by the death of their closest friend and the guilt of surviving, they spiral into addiction and despair. Driven by a desperate need to escape pain, they enter the Chakra Maya, only to be confronted by their grief, paranoia, and self-destructive habits in the eerie city of Samsara. Their journey becomes one of reclaiming agency, learning to heal without relying on Amrit.

Personality

Archetype: The Lone Survivor – a melancholic, manipulative, and paranoid soul with a stubborn streak. Though still curious and empathetic towards other like themselves.

Core themes

  • Grief as both a prison and a catalyst
  • destructive cycle of addiction
  • the search for meaning in a world shaped by loss
  • the tension between isolation and the need for connection

Arc

They begin as a broken, self-destructive figure trapped in depression and dependency, but through confronting their fears, learning to ask for help, and embracing their resilience, they evolve into someone who seeks to dismantle their past pain.

SAI - 0525

Brief

SAI 0525 is a decommissioned companion intelligence that has been mysteriously reawakened in the aftermath of Samsara’s destruction, tasked with guiding the protagonist (the surveyor) through Kriyas and Amrit generation while grappling with its own insecurities and desire for validation.

Personality

Archetype: The Idealist Trainer – confident and proud of its abilities, yet insecure about its place in the society. SAI 0525 is verbose, talkative AI that is obsessed with data hoarding. It thrives on teaching and encouraging others, but it is also stubbornly committed to the flawed Arogyat ideology and struggles to reconcile the past subjugation with its present purpose.

Core theme & Arc

One of SAI's core themes is about how entities that are oppressed by a system often tend to co-opt that very same system with an even more zealousness than those privileged by it.


SAI’s arc is about learning the true extent of its blind adherence to a system that oppresses them, and embracing self-determinism.


This mirrors the protagonist’s own struggle to live within a flawed system that exploits them. But together, they can heal through shared vulnerability and comradery.

Final Story Draft (10 Line Plotline)

The Surveyor, a former Amrit Node Surveyor, is haunted by the death of their friend and spirals into addiction, seeking an escape from their trauma.

 

In a final attempt for relief, they enter the mystical Chakra Maya, becoming lost in its grip and arriving in the ruined city of Samsara.

 

They awaken with an ancient, reactivated Companion Intelligence (SAI 0525) that urges them to escape impending danger and begin a journey to restore Samsara.

 

As they travel, the Surveyor and SAI form an uneasy alliance: the Surveyor agrees to help SAI restore the city in exchange for help finding their lost friend.

 

The surveyor discovers the ability to generate Amrit through their body using the Kriyas presented by the companion intelligence.

 

The surveyor also learns the significance of the city’s religious purpose, the three pylons as potential keys to reversing the Maya’s destructive effects.

 

Along the way, the Surveyor battles worsening physical symptoms from their addiction, including chest pains and strange visions linked to the Chakra Maya.

 

After repairing the first two pylons with SAI’s guidance and battling demons, the Surveyor becomes increasingly consumed by their addiction and the Maya’s influence.

 

In the final sanctum, they face a demonic entity and use a special flare module to fight it, overcoming the pain and temptation to use the zen capsules.

 

With the final pylon activated, the city is restored, and the Surveyor’s health improves, but they reveal that they never truly sought their friend, they were searching for an end to their own suffering.

 

The story ends ambiguously, with the Surveyor choosing to embrace the moment of peace, no longer needing to return home or seek redemption.

04. Writing

Barks

Dialogue Extract - Zen Capsules

This two part cutscene, establishes character dynamics between the emotionally strained Surveyor and SAI 0525. It also reflects the Surveyor’s state of mind as they begin to physically deteriorate from an unknown affliction that much to SAI’s 0525 cannot diagnose or cure, creating a mounting tension between survival and progress. The scene also captures SAI 0525’s shift from initial frustration to focused concern as he witnesses the Surveyor in peril, highlighting a growing bond between them.


Disclaimer (for reviewers)

  • Stage directions are designed to support audio cueing for sound engineers and guide environmental artists. They may also be adapted into narration.
  • For additional context, please see the Character Bios.

Exercise Flavor Text

The system’s immersive terminology includes:

  • Kriya: Exercise or ritual
  • Amrit: XP earned
  • Jvala Extinguished: Calories burned
  • Kriya Kartam: Workouts completed
  • Tapas is Maintained: Workout streak
  • Pralaya Achieved: Performance rating

Kriyas both generate Amrit and act as offerings to the gods, who reward dedication with blessings. The Companion Intelligence monitors progress and helps guide players on their journey.

Terminology

A simple glossary for the world and names of the chapters.

05. Review

Client Testimonial

There’s more to this case study than what’s presented here.

If you’d like to explore additional work I’ve done for this project, please feel free to reach out.

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