Samples
Dialogue, narrative systems and working examples. Start with a choice in Kardiya, or filter by the kind of work you want to see. Short stories and essays are under Writing.
VSM is our in-house node-based writing tool for Unity.
I used variables and conditions to make later scenes respond to Ukral’s confession.I planned the confession on paper and built its dice checks in VSM. Later scenes read the stored result to change dialogue and events.Kardiya: The Winds of Fate- Dinner with LilithDinner in Act 1, followed down one path with every choice shown.Livber: Smoke and Mirrors
- Kardiya, Chapter 0The opening chapter beat by beat, from script to VSM to game: a question before birth that picks a starting item, and the first fight with Sungur Khan.Kardiya: The Winds of Fate
- Dimly LitA sci-fi interrogation over a case of insulin, written as a branching script: three choices, three ways the scene plays out.Standalone script
- I wrote letters between competing colleagues.Short in-game letters from four colleagues who are also rivals, and the moment each one arrives.Data.exe
- I wrote corporate humour for Potato.exe.Lines from an incremental game: a cheerful HR, an assistant who never helps, and a stranger in the machine.Potato.exe
- I turned the writer’s draft into a working questline.The writer’s Notion draft of one questline beside what I built from it: costs, action nodes and the chain into news and map events.Milord
- These scenes show how I implemented a Milord questline.Game screenshots next to their VSM graphs, with numbered notes on what each node does to the game.Milord
- I built Livber’s scenes and branches in articy:draft.All three acts as built: the flow of every scene, the state flags and the endings.Livber: Smoke and Mirrors
- I balanced Potato.exe’s upgrade economy with a simulator.The payout formula, the price ladder past the reference game, and the simulator that paced it.Potato.exe
- I checked Data.exe’s pacing against real play logs.A scripted player built from my own play log, checked review by review against the real run.Data.exe
- I built Ghost in the Net’s narrative systems in Twine.Twine passages with their state logic beside them: noise, trust and three ways past every obstacle.Ghost in the Net
- Archtop study sheetA city in 2170 where the air swallows high sound, and the people who profit from the silence. Written for a project that was never made.Unproduced worldbuilding
- The Null PlaneThe cosmology behind Archtop: where lost sound goes, what lives there, and the factions fighting over it.Unproduced worldbuilding
- Livber storyboard, Act 1Eight frames written as a shooting script for the art team: camera, staging, mood and sound, with the paper sketches they came from.Livber: Smoke and Mirrors
- The Narrator, character sheetThe sheet for Livber’s narrator, a voice that wants the story to keep looping: role, personality, speech styles and conflicts.Livber: Smoke and Mirrors