# NARRATIVE DESIGN
## Impossible worlds
- **[[NEPOBJEDIVI/NARRATIVE/Concepts/The Heart of PLasTiciNe jUnGLes|The Heart of PLasTiciNe jUnGLes]]** (2023). A narrative game concept for a souls-like metroidvania that uses metaphysical concepts to make conditional game mechanics (death, teleportation, craft, etc.) a meaningful part of gameplay and lore. Developed comprehensive narrative documentation, including the narrative bible, character bios, dialogue, script (see [design docs deck](https://docs.google.com/document/d/1Q1wtPz0ZfYxyRKKBfAZAsK7cIvGw2jLg/edit?rtpof=true&sd=true)).
- **[Digital Imp](https://docs.google.com/document/d/1ij0ztmZameq4P7gEy9-Scglj9T3DZOfF/edit?usp=sharing&ouid=114754536942457757909&rtpof=true&sd=true)** (2023). A game concept for a brainvania tabletop simulator exploring themes of Eastern European mythology and digital magic. Make a chthonic dweller of your computer your friend. A full set of GDDs including balance, QA and marketing.
- **[[NEPOBJEDIVI/NARRATIVE/Concepts/Dancing Stars vs Inanimate Angels|Dancing Stars vs Inanimate Angels]]** (2024). A character-driven story about conceptual characters.
![[KITS/ORANGERY/HeartPieces/FishFlower_clay.jpg]]
***
## Conceptual Characters
- [[NEPOBJEDIVI/MODELING/Hypercamouflage Submarine|Hypercamouflage Submarine]]
- [[NEPOBJEDIVI/NARRATIVE/Characters/Knights of Sunny Smiles|Knights of Sunny Smiles]]
- [[NEPOBJEDIVI/NARRATIVE/Characters/Dancing Stars|Dancing Stars]]
***
## Collaborative Projects
**Odyssey** (Cinematic Adventure Platformer)
*Narrative, writing, and puzzles* (2024 - 2025)
- A cinematic retro-platformer with a dramatic story about a hero who needs to prove he is still himself and not an alien spy under disguise. For this project I did narrative design and game writing in a team of professional game designers and developers.
***
## Narratives: essays & discourse
*Archetypes & story composition*:
- [[NEPOBJEDIVI/RESEARCH/Deconstructions/2024. The Narrative Structure of Death Simulation|The narrative structure of death simulation ("Pathologic 2")]] (Conestoga, 2024)
- [[NEPOBJEDIVI/RESEARCH/Deconstructions/2024. A Nomad is Always Home|Elden Ring's nomad, always home]] (Conestoga, 2024)
*Ideological narratives*:
- [[NEPOBJEDIVI/RESEARCH/Deconstructions/2024. Game Advertisement for Corporate Demons|Cruelty Squad turns its CEO into a corporate demon for marketing purposes]] (Conestoga, 2024)
- [Кому продать душу? Демонология корпоративной культуры](https://telegra.ph/Komu-prodat-dushu-Demonologiya-korporativnoj-kultury-12-12) / A Demonology of Corporate Culture (eto_basis, 2023)
*Philosophy through games*:
- [[NEPOBJEDIVI/RESEARCH/Deconstructions/2024. The Speed of Thought. An Ontological Analysis of 'A Slower Speed of Light'|The Speed of Thought. A GFI Analysis of 'A Slower Speed of Light']] (Conestoga, 2024)
- [[NEPOBJEDIVI/RESEARCH/Essays/2024. Two Types of Doors|Two Types of Doors: Gualeni's "The Doors INN" & "The Case of the Golden Idol"]] (Conestoga, 2024)
- [[NEPOBJEDIVI/RESEARCH/Essays/2024. Ludic Mind-Snatchers|Garage Heathen's mindsnatching "Who's Lila?"]] (Conestoga, 2024)
- [[NEPOBJEDIVI/RESEARCH/Essays/2021. Diving the Uncanny Valley]] / The Ontology of Personal Identity in Frictional Games's SOMA (MSU, 2021)
***
![[NEPOBJEDIVI/plasticine.borders]]