// INITIALIZING NARRATIVE ENGINE — BUILD 0.9.1

GAMES
PORTFOLIO

> You boot the terminal. The screen flickers.

> Five worlds wait behind five commands.

> Each one was built to make you feel something true.

// narrative-driven · emotionally resonant · indie craft

LOAD GAMES VIEW CV
05
GAMES
3K+
PLAYTESTERS
STORIES

> CATALOG.LOG

> LOAD GAME
NOCTURNE
"The last voicemail from your father plays on loop. You keep not listening to the end."
GRIEF MEMORY LOSS
> LOAD GAME
SIGNAL/NOISE
"Somewhere between the static and the silence, she left a message only you can decode."
HOPE CONNECTION WONDER
> LOAD GAME
CARTOGRAPHY OF HOLES
"You draw maps of the places you can never go back to. The pen keeps slipping."
LOSS IDENTITY MEMORY
> LOAD GAME
HEREAFTER.EXE
"The AI running your late wife's digital profile says good morning. You say it back."
GRIEF DREAD HOPE
> LOAD GAME
THE WEIGHT OF SMALL THINGS
"Every object in the drawer once meant everything. You can only carry three."
TENDERNESS MEMORY IDENTITY

> README.TXT

I build games that live in the space between a held breath and a spoken word. Not entertainment — encounters. Experiences designed to leave a residue.

Every project starts with a feeling I can't shake, then works backward into mechanics that make players feel it too. The terminal aesthetic isn't nostalgia — it's the honest look of a system still figuring out what it is.

Currently seeking collaborators, publisher conversations, and playtesters who don't mind crying at a screen at 2am.

// DEVLOG — RECENT ENTRIES
2025-03-12
HEREAFTER.EXE — build complete
2025-02-28
WEIGHT — playtester session 04 — emotional resonance +31%
2025-01-14
CARTOGRAPHY — art direction locked
2024-11-03
SIGNAL/NOISE — submitted to IGF 2025
2024-09-01
NOCTURNE — first public demo

> CV.TXT

2023 –
Present
Indie Game Developer
Independent · Remote
Designing, writing, and shipping narrative-driven games under your own banner. Full ownership of creative direction, programming, and publishing. Five titles released or in active development, reaching 3,000+ playtesters worldwide.
2021 –
2023
Narrative Designer
Studio Name Here · City, Country
Led narrative systems and branching dialogue for two mid-sized titles. Collaborated closely with art directors and engineers to embed story logic into mechanics. Wrote over 80,000 words of shipped in-game content.
2019 –
2021
Writer & Level Designer
Previous Studio · City, Country
Contributed writing and environmental storytelling to an award-nominated exploration game. Designed puzzle sequences that doubled as emotional beats, reducing tutorial text by 60% without losing player comprehension.
2017 –
2019
Freelance Writer
Various Clients · Remote
Script writing, lore documentation, and game-jam contributions for independent developers. Built a reputation for emotional authenticity and fast delivery under tight deadlines.
2015 –
2018
BA Creative Writing & Digital Media
University Name · City, Country
Graduated with First Class Honours. Dissertation explored interactive narrative structures and player agency in emotionally driven games. Final project was a playable short story that won the department's annual showcase.
2020
Game Design Fundamentals
Online / Institution Name · Self-directed
Completed intensive course covering systems design, balancing, and the psychology of play. Applied learning directly to a game jam prototype that placed in the top 5% of entries.
2022
Sound Design for Games
Masterclass / Workshop · Remote
Studied ambient audio design and procedural soundscaping for emotional impact. Techniques now integrated into the audio layers of NOCTURNE and HEREAFTER.EXE.
Narrative & Writing
Narrative Design95%
Scriptwriting90%
World-building88%
Branching Dialogue85%
Game Development
Unity80%
Ink / Twine92%
Level Design75%
Rapid Prototyping83%
Design & Audio
UI/UX Design70%
Sound Design65%
Figma72%
FMOD / Wwise60%
Soft Skills
Collaborative Dev90%
Playtesting & Feedback87%
Project Management75%
Public Speaking68%
2024
🏆
Best Narrative Experience
Indie Game Awards · Category Name
Awarded for NOCTURNE's handling of grief mechanics and its refusal to offer easy emotional resolution. Judged by a panel of industry veterans and critics.
2024
🥈
IGF Finalist — Excellence in Narrative
Independent Games Festival
SIGNAL/NOISE selected as a finalist from over 3,000 submissions. Recognised for its fusion of puzzle design and emotional storytelling.
2023
Featured Developer
Publication / Platform Name
Profile featured in a major games publication covering the rise of emotionally honest indie development. Included in their annual "Developers to Watch" list.
2022
Game Jam Winner — Most Emotional
Global Game Jam / Ludum Dare
48-hour entry judged best in emotional impact category by community vote. Prototype became the foundation for THE WEIGHT OF SMALL THINGS.
2021
University Showcase — Best Project
University Name · Department Award
Final year interactive narrative selected for exhibition at graduation showcase. Attended by industry representatives from three major studios.
2020
Press Mention — "One to Watch"
Games Journalism Outlet
Early freelance work named in an editorial roundup of emerging narrative talent. Led to first professional contract with a mid-sized studio.
2025
3,000+ Playtesters Reached
Across all five titles
Grew a playtester community entirely through word-of-mouth and community engagement. No paid marketing — driven by emotional authenticity and targeted outreach to narrative game communities on itch.io and Discord.
2024
Shipped 2 Games in One Year
Solo development
Completed and released NOCTURNE and SIGNAL/NOISE in the same calendar year as a solo developer, while maintaining playtesting pipelines and community communication for both.
2023
Spoken at Developer Conference
Event Name · City
Invited to speak on the topic of grief mechanics and emotional authenticity in game design. Talk attended by 200+ developers; slides requested by three separate studios post-event.
2022
80,000 Words of Shipped Dialogue
Studio work & independent projects
Cumulative milestone across professional studio work and independent titles. Spans branching narrative, environmental text, UI microcopy, and character voice lines.
2021
First Commercial Release
itch.io / Platform Name
Self-published first commercial game, recouping development costs within three weeks and generating enough revenue to fund the next project without external funding.
📚
Literary Fiction
Reading widely across contemporary fiction — particularly works exploring grief, identity, and the unreliable narrator. Current obsession: autofiction.
🎵
Field Recording
Capturing ambient sound in urban and natural spaces. A direct pipeline into game audio work — most of NOCTURNE's sound design began as field recordings.
✏️
Short Story Writing
Writing fiction outside of games to sharpen emotional craft. Several pieces published in small literary magazines. Keeps the writing muscle honest.
🎬
Arthouse Cinema
A dedicated watcher of slow cinema and essay films. Tarkovsky, Kiarostami, Akerman — studying how visual pacing and silence carry emotional weight.
🎮
Playing Everything
Playing across all genres to understand emotional design in context — not just narrative games. Some of the best lesson have come from studying what bad games do to feelings.
🏔️
Long Distance Walking
Multi-day hiking as a practice in solitude and rhythm. Most early-stage game concepts are born on long walks. Movement is thinking.
🎙️
Podcasting
Co-host of a small podcast exploring the intersection of grief and interactive media. About 800 regular listeners. Guests have included developers, therapists, and writers.
🖼️
Photography
Documentary and still-life photography with a focus on domestic spaces and the objects left behind by people. Directly informs the visual language of the games.
Full Name
Your Name Here
Location
City, Country
Available For
Collaborations · Publisher Meetings · Consultancy · Speaking
Twitter / X
Languages
English (Native) · French (Conversational)