NARRATIVE
DESIGN.
TESTEMONIALS.
"Stefan was able to take a short written design brief and create a rich and compelling back-story, game narrative, characters and dialog. He excelled at adding the dark humour that the game world required into the script. When project and design requirements changed he was flexible and creative in being able to find new narrative arcs to fit the requirements. He also did a great job at sourcing and directing the voice actors. All in all, Stefan's professionalism and creativity was a big part of what breathed life into our project." - Paul, CEO.
EXAMPLES.






TWINE.
Below is a twine prototype for a morality system that is managed through the acquisition and spending of resources (keys), rather than placement on some sort of moral scale. The objective with this system was to provide the player with something tangible and useable that represented their moral choices, allowing for greater flexibility over traditional binary systems of morality. It is shown here through the lens of a jousting knight attending a tavern in-between tournament bouts.

