Prototype in developmentGameplay systems & narrative
The Revenant
A third-person action RPG prototype in which a spirit inhabits living bodies, trading vulnerability for access, movement and power.
Explore the projectExplore a project to see the design problem, my contribution and the material behind it.
Design direction, systems and prototypes.
Prototype in developmentGameplay systems & narrative
A third-person action RPG prototype in which a spirit inhabits living bodies, trading vulnerability for access, movement and power.
Explore the project
In developmentGame, narrative & systems design
A PC-first tactical cRPG built around an investigation in Dustmere, with alternative routes, companion agency and persistent consequences.
Explore the projectRules, investigations and encounters written for play.
Under development and playtestingSystems design, rules & writing
A player’s handbook connecting character options, setting lore and rules in an industrial fantasy world.
Explore the project
English development editionInvestigation & branching narrative
A disappearance leads from Vordanne’s social circles to the mines of Dustmere, where the party must decide what to rescue and what to expose.
Explore the project
English development editionUrban investigation, heist & consequence design
A fifth-level investigation and heist: follow a murdered smuggler’s clues to a masked auction, recover the cipher hidden in Imperial silk, and choose which faction benefits.
Explore the project
English development editionMystery & scenario design
A rural-noir investigation follows disappearances and strangely clean candles from an overcrowded village to a hidden alchemical workshop.
Explore the project
Development reading editionFolk horror & consequence-driven adventure design
A Prisma folk-horror adventure in which an open investigation changes a ritual escort encounter and the choices available in a pocket-world.
Explore the project
Campaign module in developmentEncounter, level & systems design
A pumping station inside Vordanne’s quarantine wall combines faction access, hydraulic systems, rescue objectives and a multi-phase encounter.
Explore the projectContinuity, personal arcs and consequences across sessions.
Ongoing campaign and design workCampaign structure & narrative continuity
A connected campaign including Waxen Hollow, Ostara Did Not Come, House of Three Wheels and ongoing character arcs.
Explore the projectExplore the Prisma setting, or browse all reading samples and design notes.