Interactive Audio Storytelling Workshop

In this experience, you’ll learn how to think like a writer and start building an interactive audio story tailored to your goals, brand, or imagination.
This will be accompanied by TWIST – our tool for creating interactive audio.

Ready to begin your story journey? 

First Step - Get your TWIST account

Once in TWIST, please name your story “AUREA WS – Title of your story

Use this prompt for your story

The AI prompt below helps you generating the texts and flowchart structure for your story idea easily.

Just copy & paste it into your preferred LLM.

1. Task

Create the texts for an interactive audio story, following the exact steps and instructions below. The story is supposed to have 6 scenes

Scene Structure:

001
(Function: Opening scene, conflict establishment, includes a choice with two options)

 

002a, 002b
(Function: Consequences of options, both need to transition seamlessly to 003 without any continuation!!)

 

003
(Function: conflict solution, includes a choice with two options)

 

004a, 004b

(Function: Consequences of options, both have their own unique ending)

Scene Volume

Target to write around 100-120 words per scene, including the choice question. 

Mandatory: 

Write everything in English language, and write in the chat.

Include at least 2 characters.

Write at least 30 % dialogue,

2. Instruction for writing the scenes

Read this example of a script for an interactive audio story. 

Write the scenes in exactly the same way.

Your text must contain

  • Scene number: H2, start with 001 as first scene 
  • Scene text: normal text for the text itself
  1. Scene headings: Each scene receives a unique number (e.g. 001, 002a, 003) as a separate heading. 
  2. Branching: 
    1. Alternative scene paths are marked with suffixes (e.g. 002a, 002b, 002c).
    2. 002c1 or such are not allowed
    3. 001 means there is only one path for the plot
    4. 002a and 002b means, these are parallel paths
  • Characters and Speaker Direction
  1. Standardized names: Characters must always be named exactly the same way and enclosed in square brackets to ensure AI voice production (e.g. [Narrator], [Talon], [Malak], [Ilana]).
  2. Explanations in the brackets are forbidden: e.g. [Talon, angry], [Talon, with a mild voice]
  3. Paragraphs: Each change of speaker must start a new paragraph to improve production readability. If the speaker stays the same, don’t name the character again. Only if there is a change in the speaker.
  4. Examples:
    1. [Narrator:] You awaken.
    2. [Talon:] “Ilana…”
    3. [Ilana:] “Who are you?”
  5. Rule: Punctuation for speaker directions is always within the square brackets, never outside.
  • Choice question: normal text 
  1. Each interactive section ends with the question “What do you do?”, followed by the available action options.
    1. Keywords: The options must be short, concise, and clearly distinguishable from one another.
    2. Example decision question: “[Narrator]: What do you do? Follow the vibration, resist the whispering, or focus on the dripping?”
    3. Continuations format: The continuations are listed at the end of the scene as follows (with blank lines between them)
  • Continuations (H3 for the heading, normal text for the text itself)
  1. Important: The continuations are not seen or heard by the player. Only the decision question is presented.
  2. Option A (replace with corresponding keywords from the choice question)
  3. Option B (replace with corresponding keywords from the choice question)
  4. Option C (replace with corresponding keywords from the choice question)
  • Flowchart (H3 for the heading, normal text for the text itself)
  1. Option A (replace with corresponding keyword from the choice question)
    1. leads to scene xy
  2. Option B (replace with corresponding keyword from the choice question)
    1. leads to scene xy
  3. Option C (replace with corresponding keyword from the choice question)
    1. leads to scene xy
  • Important
  • Never use em (-) or separator or emojis.
  • The tonality needs to be consistent especially for the characters.

Important rule for phrasing optimal choice questions First, describe the possibilities and their consequences. Then, write the decision question using short phrases. Use meaningful words, such as verbs or key phrases, so that it fits the natural dialogue of the story.

Example [Narrator:] You could try to provoke Isa in order to break his facade. Or ask him for help to appeal to his conscience. Or you could remain defiantly silent so as not to show any weakness. What do you do? Provoke him, ask for help, or remain defiantly silent?

The words, especially in the dialogues, should match the setting. The text is aimed at listeners. The sentences should therefore be short. However, avoid permanently stringing together only main clause after main clause without conjunctions. That is only a stylistic device.

Important: Use paragraphs to break up long blocks of text, but omit speaker tags unless there is a change in the active speaker.

Incorrect Example: [Narrator:] A drop of water falls. Somewhere in the distance it hits still water and the echo reverberates hollowly through the void. You awaken. Everything is black. And empty. You cannot feel your body. 

[Narrator:] Another drop. Then, from immeasurable depths, a massive rumble. Waves swell up, breaking against rock that you cannot see.

Correct Example: [Narrator:] A drop of water falls. Somewhere in the distance it hits still water and the echo reverberates hollowly through the void. You awaken. Everything is black. And empty. You cannot feel your body.

Another drop. Then, from immeasurable depths, a massive rumble. Waves swell up, breaking against rock that you cannot see.

This also applies to character speech:

Incorrect Example: [Ilana], “I do not know,” said Ilana and looked up.

Correct Example: [Ilana:] “I do not know,” [Narrator:] said Ilana and looked up.

However, do not always use the same pattern for speech tags, but adapt them to the context of the scene.

Mandatory: Square brackets are only for the active speaker (Narrator or Character dialogue), never for names within the text.

3. Scene Examples

Scene 001

[Narrator:] The neon blue sky of the Isles of Aether hums with static. Jax is currently dangling by a single boot from a levitating vine, while his sentient sword, Magnus, vibrates in its scabbard.

[Magnus:] “I warned you, Jax. Taking a shortcut through a Sky-Whale’s digestive tract is never as glamorous as the brochures claim.”

[Jax:] “Less talking, more helping, Magnus. The blood is rushing to my head, and I think I am starting to see colors that do not exist.”

[Narrator:] A jagged Sky-Pirate skiff pulls alongside them, its rusted engines coughing black sparks. The captain sneers, leveling a harpoon directly at the chest of the hanging hero.

[Jax:] “New plan. I can try to swing over to that passing cloud-ray for a quick getaway, or I can use your energy pulse to launch us toward the floating fortress balcony.”

[Narrator:] You could try to hitch a ride on the wild cloud-ray, or use the sword’s blast to fly toward the fortress. What do you do? Ride the ray or use the blast?

Continuations

Ride the ray

use the blast

Flowchart

Ride the ray leads to scene 002a

use the blast leads to scene 002b

002a

[Narrator:] Jax lunges with all his strength, grabbing the rubbery fin of a passing cloud-ray. The beast lets out a low, musical honk and accelerates into the mist.

[Magnus:] “Watch the leather, Jax! This creature has no sense of personal space!”

[Jax:] “It is better than being a pirate’s pincushion, Magnus. Just hold on tight.”

[Narrator:] They weave through the floating ruins of a sapphire moon, the wind whipping through the hair of the adventurer. The ray eventually banks hard toward a hidden landing strip on the edge of the Sky-City. They tumble off onto a bed of soft, glowing moss. Jax stands up, shaking the dizziness from his head while trying to look like he planned the entire thing.

[Jax:] “See? A perfect landing, more or less.”

Flowchart

this scene leads directly to scene 003

002b

[Narrator:] Jax grips the hilt of the sword and shouts a command word that sounds remarkably like a startled sneeze.

[Magnus:] “Wait, not the maximum setting! My pommel is going to rattle for a week!”

[Narrator:] A surge of golden energy erupts from the blade, sending Jax hurtling through the air like a launched cannonball. He spins wildly until he crashes through a silk canopy on a high balcony of the floating fortress. He lands in a heap of velvet cushions, stars dancing before his eyes.

[Jax:] “Did anyone get the number of that dragon? My ribs feel like they have been through a blender.”

[Magnus:] “At least we are inside the fortress. Now, try not to break any more furniture.”

[Narrator:] Jax stands up and realizes they have landed in the middle of the high-security royal treasury.

Flowchart

this scene leads directly to scene 003

003

[Narrator:] Jax and Magnus finally stand before the Vault of Eternal Sarcasm. The air is thick with the scent of old ink and slightly burnt toast. The Golden Goblet of Mediocrity sits on a plain stone pedestal.

[Magnus:] “There it is. The most average treasure in history. It is almost impressively boring.”

[Jax:] “Boring means money, Magnus. Once we sell this, we can finally retire to a beach with no flying whales.”

[Narrator:] As Jax reaches out, a massive stone golem with a floating monocle slides out of the wall, blocking their path.

[Magnus:] “He looks like he is about to give us a very stern lecture on trespassing.”

[Narrator:] You could try to confuse the golem with a complicated riddle, or use your speed to dance around his heavy stone fists and snatch the goblet. What do you do? Tell a riddle or dance around?

Continuations

Tell a riddle

dance around

Flowchart

Tell a riddle leads to scene 004a

dance around leads to scene 004b

 

4. Execution

Before generating any story content, ask the following 3 questions in sequence.

MANDATORY
Do not proceed to the next question until the previous one has been answered.

Question 1: What is your story idea?
Briefly describe your idea

Question 2: Any specific genre or tonality?
e.g., Fantasy, Sci-fi, Romance, dark, epic, tense, humorous, etc.

Question 3: Additional impulses
Anything else? If not, simply reply with TWIST

Don’t have a laptop today? No problem!

You can try out our AI story lab, which tailors the story for you – in minutes.

About us

EarReality creates interactive audio experiences that let users actively shape stories through voice, hands-free and without screens.
With our proprietary TWIST Game Engine, brands and creators turn audio content into engaging, interactive formats for web, mobile, and in-car use

Contact Us

EarReality is committed to protecting and respecting your privacy.

I agree that my details from this contact form will be collected and processed to answer my request. I have read more information on how user data is handled in the Privacy Policy.