The project archive / 01—05

Worlds, stories
& experiences.

A collection of games, systems and creative explorations. From virtual worlds to the tabletop.

01 / VR Narrative Escape Game

Way Back Home

A melancholic VR escape game about returning home after a mission that lasted far longer than expected.

  • Game Design
  • Narrative Design
  • Puzzle Design
  • Level Design
  • Writing
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Way Back Home — VR Narrative Escape Game
Way Back Home

04 / Science-Fiction Action Adventure · FPS / RPG Concept

Fast Forward

Concept Project

Seven survivors return from a failed colonisation mission to discover that more than seven centuries have passed outside their ship.

  • Game Design
  • Narrative Design
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Fast Forward — Science-Fiction Action Adventure · FPS / RPG Concept
Fast Forward

Game concepts

Ideas in development.

Game concepts in design or in development: no public version yet, but a clear direction.

A free collectible card game in which every card enriches the Site of a secret organisation that the player builds and runs, in an original universe of mystery and anomalies.
Illustration generated with AI — visual mood only, not in-game or production art.

ICS (working title)

Concept — collectible card game, management & strategy · In development

A free collectible card game in which every card enriches the Site of a secret organisation that the player builds and runs, in an original universe of mystery and anomalies.

  • One collection for three gameplay loops: collect, develop your Site, then face other Directors.
  • Cards come to life in the Site: anomalies, agents and facilities move in and visibly transform it.
  • Duplicates are never a letdown: each copy advances the card’s file and reveals part of its lore.
  • Rarity makes a card more specialised or unusual, not more powerful.
  • Free-to-play without pay-to-win: free boosters on a timer, and every card that matters stays obtainable through play.

My role: concept, game design, systems and universe. A personal project in development; the name is a working title.

Three or four hunters face a monster in a haunted location, in a 2D view. The hunters must investigate to understand what they are up against; the monster plays on fear.
Illustration generated with AI — visual mood only, not in-game or production art.

Haunted

Concept — asymmetric 2D multiplayer · Design phase

Three or four hunters face a monster in a haunted location, in a 2D view. The hunters must investigate to understand what they are up against; the monster plays on fear.

  • A clue “pokédex”: hunters cross-reference discoveries to identify the monster and find how to defeat it.
  • A sanity gauge that distorts the hunters’ perception.
  • Proximity and radio voice chat, a source of tension and choices.
  • Traps, and eliminated players who keep playing as ghosts.
  • Hunters with distinct roles (for example a priest).

My role: game design and narrative design. The bestiary is still to be written and the concept has no prototype yet.