I build characters that clash, transform, and leave players thinking about them long after the screen goes dark.
A narrative experiment in player expression. Caught in a dimensional loop, the player repeatedly meets the same partner in different contexts — dialogue designed to reveal character through what is shown rather than stated.
Cover image by Freepik
A branching narrative set in a witch-hunt village. The player navigates suspicion and trust as a witch in hiding, with two variable systems — Suspicion and Trust — shaping the climax across three possible endings.
Cover image by Freepik
A narrative level expanding the world of Wraith Seeker. The player navigates a witch hunter camp, collecting ritual items and placing them on a forest altar to summon the Leshy — a Slavic forest guardian. Built around environmental storytelling and with simple Blueprint scripting.
Development stages — click any image to enlarge
"The most interesting thing about a character isn't what they want — it's the dilemma between what they think they want, and what they actually need. How they transform, or how they refuse to."
"What happens when you put two people in a room and let their personalities do the work?"
That's the question I keep coming back to. Characters, to me, are puzzles — not just about what makes them tick individually, but what happens when you mix them together. Who clashes and who doesn't. What kind of conflict arises purely from the friction of two personalities meeting in the same scene.
I bring that curiosity to 3+ years of professional work in live-service mobile games, with a background spanning game design and communication.
Quantic Foundry's Nine Gamer Types and Their Association with Narrative Preferences
A 457-response survey mapping gamer archetypes to narrative preferences across character, setting, mood, and story structure.
Read thesis ↗How Game Mechanics Portray Mental Illnesses
Analysis of audiovisual and control design in five indie games examining how mechanics externalise psychological experience and foster player empathy.
Read thesis ↗Open to Narrative Design and Game Writing roles where characters and story take centre stage.