This is a piece centered around the interaction between two friends as they explore an abandoned mall from their childhood. The interaction between the two characters highlights the nostalgia felt and the seeing a place from your memories as it exists now.
This was based on a real and terrifying dream I had. I tried to convey the claustrophobic mood along with the dread that built up into that final moment. The writing needed to be concise and impactful.
This is part of a series in which I experiment with telling a story in different ways that suit the narrative of each story, making sure the mechanics serve the narrative in some way.
This was a study in absurd comedy.
A very personal project for me, I focused on telling a story in disconnected vignettes that would inform the players of the kind of situation the characters are in.
This was an attempt to make an expansive narrative within a small scope. The multiple quests, numerous characters, and multiple paths all served to make the world seem larger that just a few areas. I also wanted to do something vaguely post-apocalyptic.
The result was a tiny, open-world narrative game.
The second game to come out of a scrapped idea. This took a lot of revision to get right due to me trying to build this game without any planning before development.
The absurdist tone for this was interesting to write, as a lot of it is just nonsense strung together with a loose narrative with narration, dialogue, notes, and descriptions.
One of two games that emerged out of a scrapped idea. a lot of description and narration with horror tones.