The Script Editor


Double-click on any Sequence node to surface the Script Editor. This editor can be repositioned by clicking and dragging the header area. You can close the script editor by clicking on the 'X' button in its upper-right corner.

Opening the floating editor will change the options on the Tools Palette to editor-specific tools.



The script editor uses a screenplay-style formatting system that currently features four elements, which are cycled using the tab and return keys:
Gameplay: This is the default element, and is used for descriptive writing. Press return to create a new line of Gameplay, or press tab to switch to Character.

Character: This element precedes parentheticals and dialogue. When you add a new character in this element, a corresponding catalog object will be automatically created. Press return after typing a character name to switch to Dialogue, or press tab to switch back to Gameplay.

Parenthetical: This is an optional element that serves as a container for metadata or stage direction related to the character’s line of dialogue. Press tab to switch to Dialogue.

Dialogue: This element contains a character’s spoken dialogue. Pressing return from this element will create a new Character element to speed up the writing process.

Directive: Provides the ability to define a specific instruction to be carried out. This can include directives to be carried out by the team during development, but could likewise be used to indicate a specific instruction to the player in the final product.

Alternatively, as Directives have associated IDs, teams could also use the directive to leave general notes, or even used to relay code suggestions.


Branch/Transition/Portal Boxes

Any connection information for the Sequence you are editing is displayed in a coloured box at the bottom of the editor. This box can be used as a point of navigation to shift the editor to the desired destination.


Navigating in the Script Editor

To switch between Sequences, you can double click on the desired Sequence in the Storymap, use the navigation dropdown to select any Sequence in your current active Lane, or use the aforementioned Transition box at the bottom of the script.



Used to highlight sections of text, and mark them with comments. Collaborators may be tagged using the “@” symbol, followed by their name. Comments will only appear in their respective Sequences, but tagged collaborators will receive email notifications, when tagged.



Clicking on breakdown will put the editor in Breakdown Mode. In this state, you are able to create and tag catalog assets as they relate to your script content. 

Highlight a piece of text in your script. This will open the Breakdown Modal. In this view, you can create and associate multiple assets with the text that you highlighted. 


The asset will be created in the catalog and can be re-tagged wherever necessary, by selecting the applicable category, and selecting the item from the "Existing" list.


When viewing your assets in the catalog report, you will see additional metadata identifying in which sequences and on which particular pieces of script text the assets were tagged.


Your tags will appear on selected text while in breakdown mode. Clicking on these tags will open the Breakdown Modal again, allowing you to make edits. All tagged assets are displayed in the Breakdown sidebar. You can use Breakdown Mode while in Multi-Sequence View to identify all tagged assets in your selected sequences.

Every time you tag an asset, you have the option of including a State description. This description is unique to whatever instance of the asset is currently being tagged. You can also associate breakdown assets without specifically marking text by using the plus button in the breakdown menu. Assets created in this manner will still be associated with the Sequence.

The script can still be edited while Breakdown Mode is active. To deactivate it, deselect it in the tools palette.