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FibisWorld

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A member registered 73 days ago

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Hello! I’m a writer and worldbuilder interested in collaborating on games, stories, films, shows, and original creative projects.

My strengths include:

• Worldbuilding • Story development • Character creation • Faction and lore design • Psychological horror • Sci-fi and fantasy settings • Narrative-focused game concepts • Gameplay concepts tied directly to story themes

As an example of my work, I’ve recently developed a psychological horror FPS concept called “Parallax” — a modern-day reality horror game centered around perception, memory, instability, and reality distortion.

Full concept overview of Parallax: (https://vimeo.com/1201023201)

I’m not limited to horror, however. I enjoy developing original settings, lore systems, factions, characters, and long-term story arcs across many genres.

Whether you’re building a game, writing a series, creating a film concept, or looking for someone to help expand an existing world, I’d love to connect.

Feel free to DM me or email me marzs.worlds@gmail.com if you’re looking for a collaborator or would like to discuss ideas.

https://vimeo.com/1201023201?share=copy&fl=sv&fe=ci

🎮 PARALLAX (Game Pitch)

Parallax is a first-person psychological horror FPS set in a modern-day world where reality is unstable but mostly denied rather than apocalyptic.

At first, everything appears normal—cities function, people work, conversations happen—but subtle contradictions begin to accumulate. Events don’t always match memory, people deny things they clearly experienced, and environments shift when unobserved.

The player controls Mara Vance, a civilian who begins experiencing escalating reality inconsistencies. As the instability worsens, she develops a condition where she begins to “desync” from reality itself, causing brief glitch-like frame skips that evolve into a core gameplay mechanic.

Gameplay combines tactical FPS combat, psychological horror, and reality-bending encounters where perception, memory, and timing directly affect survival.

Players navigate three human responses to instability:

  • Stabilizers: attempt to understand and contain fractures
  • Breakers: exploit instability for control and power
  • Observers: civilians caught between denial and awareness

Alongside these are non-human forces:

  • The Anchored: enforcement entities that suppress instability
  • The Unwritten: corrupted remnants of erased people, places, and events

Combat ranges from tactical gunfights to surreal encounters where enemies and environments desynchronize mid-action.

The core experience is psychological horror built around a single idea:

You cannot trust that what you just saw is still true.

The game draws from familiar cognitive distortions experienced in real life—déjà vu, coincidence chains that feel too precise to ignore, and Mandela-effect-like contradictions in shared memory—amplifying them into an interactive experience where the player begins to question whether inconsistency is external, internal, or something in between.

Please see video for full game concept(link above), thank you.