Game & Systems Designer
Narrative Designer & Writer

Game systems.
Stories built for play.

I build fictional worlds, design the rules that make them playable, and write the stories players can shape.

Personal projects in tabletop and digital games.
Open to opportunities with game studios.

House of Three Wheels: a numbered station plan showing rooms, connections and approach routes. Original diagram labels are in Russian.
House of Three Wheels · Station layoutScenario & spatial design by Kirill Sakhin · Diagram generated with ChatGPT · Russian labelsExplore the design

Featured playable prototype · Public playtest

My Perfect Internship

Thirty days at a law firm. Deadlines, office politics, and a life outside work that keeps asking for your attention.

A playable month of assignments, office conversations and choices about life outside work. Try the prototype and tell me how it feels to play.

Jason Fitch meets Michele at the law firm reception in My Perfect Internship, with dialogue choices and time, health and mind indicators.

Selected work

Digital games, tabletop rules and stories built for play.

Browse all materials
An amber paper lantern with dark watermarks and a wooden frame, glowing against a dark background in The Revenant’s title-menu development scene.

Gameplay systems & narrative

Prototype in development

The Revenant

A third-person action RPG prototype in which a spirit inhabits living bodies, trading vulnerability for access, movement and power.

Explore the project
Dustmere mining village: timber houses, industrial smoke and a mine tower.

Game, narrative & systems design

In development

Prisma cRPG

A PC-first tactical cRPG built around an investigation in Dustmere, with alternative routes, companion agency and persistent consequences.

Explore the project

Tabletop rules & long-form writing

Prisma beyond the screen

A player’s handbook, four adventures and an ongoing campaign. Explore the rules, prose and encounters behind the world.

A closer look
at the work.

Rules, narrative writing and design documentation, with enough context to find the sample you need.

Visit the library

The way I work

A story has to hold together.
A system has to give the player a reason to care.

I work across game and systems design, narrative design and writing. My projects connect player-facing rules, scenario structure and digital prototypes.

More about me and my approach

Let’s make
something worth playing.

I’m interested in game design, narrative design and writing opportunities. If the work fits your studio, I’d like to hear from you.