Game Studies Researcher | Creative Director | Game Designer and Narrative Designer at Risus Lupus
I'm a game studies researcher passionate about developing games that can affect people's perception of the world. My interest lies in non-linear narratives and unusual gameplay mechanics that set bringing up a certain idea as their goal.
Games can prevent wars. They can change people's lives for the better. The right story told with the appropriate mechanics can turn this world upside down. Storytelling should be meaningful and impactful. These are the core values of my work.
Game Design and Narrative Design
Argenta Fervojo In-game Texts (Fragments)
Instagram of Argenta Fervojo game
Showcase of various UIs in Argenta Fervojo. I developed the concept and wrote the text, while UI designers Lisa Furina and Katya Checklina brought it to life. Made in Unity by our developer Apophis Jones. Music by our composer, Ivan Gretsky.
Medium Blog about various issues that exist between game studies and game design.
Tarnished, Chosen Undead, Ashen One: Narrative Design and Identity in Soulsborne Games
To start with, Soulsborne games utilize quite the same formula of outlining the protagonist. In most cases, these characters are someone without a decent list of achievements in the game world. The story presents us as outcasts/foreigners/miserable and forgotten creatures/individuals that are not considered as something meaningful for the background lore at first. Still, as the game progresses we find out more about our purpose.
You may remember that this approach i
Parting of the Ways: How Authors in Non-linear Stories Affect Virtual Identities of Players
Non-linear stories are the ones that give players the unique experience of interactivity with fiction. Traditional forms of fiction imply players to be side viewers of the events that consequently unveil one after another. When we watch “Les Mise
Morrowind: how narrative can become the main character
Each game has a set of mechanics which are coherently connected by the story. Game designers aim to deliver certain messages by putting the player into a gaming experience that traditionally immerses them in the narrative. So, which experience does Morrowind offer to the player?
The first thing to note here is that Morrowind is an RPG. The player starts as a prisoner, who arrives in the province of Morrowind by boat. No one knows anything about them. You can buil
Kenji Miyazawa: Two Worlds of Death
Miyazawa had an unusually tough life, but the author himself would not agree with such a statement. Kenji had both financial and ideological struggles as his family did not share his view of the world. In particular, his father, Masajirō Miyazawa, followed a different school of Buddhism. It may seem that Miyazawa did not support only the beliefs of his dad, but in fact it was a major conflict between the materialistic and the idealistic wo
A few exempts from my university thesis research works. At the moment, I am conducting my PhD studies based on the previous findings partially depicted
BA Thesis Fragment
The first one shows how I have outlined the so-called identification spaces (IS) in World of Warcraft, deriving them from the in-game narrative. Then, using the participant observation (Chapter II), I have distinguished the most important IS for players to build the interview guide.
MA Thesis Fragment
Describes how I have conducted the comparative process theory-guided process tracing method to track the way the possible virtual identity of a player might be constructed in two video games (Dragon Age and World of Warcraft).