Narrative Design
Where mechanics become meaning.
- As a Narrative Designer I am focused on building interactive stories that emerge through gameplay. My work includes narrative prototyping, world logic design, interactive story architecture, environmental storytelling, as well as dialogue design and quest narrative logic. I collaborate across disciplines with game design, level design, art, and writing, ensuring narrative integrates seamlessly with mechanics, space, and player experience. For prototyping and implementation, I work with tools such as Articy:Draft, Twine, and in-engine workflows to test and iterate on interactive narrative systems, dialogue structures, and quest flows.
Narrative Design
Where mechanics become meaning.
- As a Narrative Designer I am focused on building interactive stories that emerge through gameplay. My work includes narrative prototyping, world logic design, interactive story architecture, environmental storytelling, as well as dialogue design and quest narrative logic. I collaborate across disciplines with game design, level design, art, and writing, ensuring narrative integrates seamlessly with mechanics, space, and player experience. For prototyping and implementation, I work with tools such as Articy:Draft, Twine, and in-engine workflows to test and iterate on interactive narrative systems, dialogue structures, and quest flows.
Game Design
Turning ideas into systems.
- As a game design student, I focus on turning ideas into engaging gameplay systems and meaningful player experiences. My work explores mechanics design, system design, and gameplay prototyping, with an emphasis on how mechanics shape player interaction and decision-making. I collaborate closely with level design, narrative design, art, and programming, ensuring that gameplay systems support the overall vision of the game and create cohesive player experiences. To prototype and iterate on gameplay concepts, I work with engine-based tools and rapid prototyping methods, testing mechanics early to refine balance, clarity, and player engagement.
Game Writing
Forging Lore. Shaping Stories.
- As a game writer, I craft lore and worldbuilding that bring game universes to life. I enjoy creating the histories, cultures, and voices that give a world depth and make it feel believable for the player. My inspiration comes from many places: observing the real world, conversations and human experiences, as well as my own boundless imagination. Combining these influences allows me to build worlds that feel grounded while still leaving room for wonder and discovery. Through this perspective, I aim to create stories that enrich the player’s journey and deepen their connection to the game world. I also create game writing content, including dialogue and item descriptions.
Project Management
Where structure drives creativity.
- As a Project Manager, I am focused on planning, structuring, and coordinating game development projects from concept to delivery. My work includes project planning, task and backlog management, documentation, sprint coordination, progress tracking, and team communication, applying methodologies such as Scrum and Kanban. I work primarily with Jira, Confluence, and Excel, complemented by tools such as Trello and Miro for planning and visualization. Through several years of managing collaborative gaming projects and my ongoing role as Project Lead at Fearplay, I continuously apply these workflows to organize multidisciplinary teams, maintain clear development processes, and keep projects aligned with their goals.
Level Design
Every path has a purpose.
- As a Level Designer, I create immersive, authentic, and purposeful environments where every spatial decision contributes to the player experience. Working primarily in Unreal Engine 5, I shape levels around gameplay mechanics, player guidance, pacing, exploration, and flow, while grounding each environment in a believable and coherent world. To me, Level Design is about depth, complexity, and spatial storytelling – crafting layers, paths, landmarks, and spaces that invite players to explore, guide them without breaking immersion, and create places worth remembering. Whether a player is meant to discover, navigate, get lost, or simply move forward, every path has a purpose.
TOOLS & SKILLS
A selection of tools and skills I apply in my work and continuously refine and expand.
Unreal Engine 5
I primarily work in Unreal Engine 5, utilizing both Blueprints and C++ to maintain an efficient and flexible development workflow. I am also comfortable adapting to other engines when a project requires it.
Articy:Draft
I use Articy:Draft for narrative design, creating dialogue systems, quest logic, and narrative structures with direct integration into Unreal Engine.
Twine
I use Twine to create early prototypes of narrative ideas and to explore different storytelling concepts and structures for game design.
DaVinci Resolve
Since 2019, I have worked with DaVinci Resolve for video editing and post-production, producing and preparing video content for use in games and other game-related media.
Project Management
I have several years of experience building and managing a large gaming community. As its founder and administrator, I applied Scrum and Kanban methodologies while working daily with Jira, Confluence, and other project management tools to plan tasks, document processes, track progress, and coordinate collaborative projects.
Adobe Photoshop
I use Adobe Photoshop for image editing and processing, including concept design as well as the creation and optimization of textures and artwork.
Blender
I use Blender to create assets, 3D models, and textures, integrating them into a streamlined workflow between the game engine, iClone 8, and Character Creator 4.
iClone 8
I use iClone 8 primarily to create, refine, and optimize animations for use in my game projects.
Character Creator 4
I use Character Creator 4 to create characters for my game projects, customize them with original assets, and prepare them for integration into the game engine.