Concept Project
Fast Forward.

Illustration generated with AI — visual mood only, not in-game or production art.
Fast Forward is a science-fiction action-adventure concept combining FPS gameplay, RPG systems, systemic narrative and a large-scale space-opera setting.
During humanity's first interstellar colonisation mission, a spacecraft becomes trapped near a black hole. Only two years pass for the surviving crew; for the rest of civilisation, more than seven hundred years have passed.
When the survivors are finally rescued, they return to a galaxy they no longer recognise — and discover that prolonged exposure to the black hole has changed them.
My contribution
My role.
- Game Design
- Narrative Design
Project overview
The project.
Fast Forward is a concept I developed through design documentation; it is not a released game.
The original mission left Earth in 2154. The survivors re-enter civilisation in 2785, where humanity belongs to a wider interspecies civilisation and the former WSA has evolved into the Continuum.
01 / Design breakdown
An action-adventure framework.
The concept combines first-person action with RPG systems and a space-opera setting.
- First-person perspective with possible third-person transitions
- RPG-style inventory management
- Semi-open environments across planets, cities, spacecraft and space
- Main quests and side quests
- Multiple playable characters
- Ground and space vehicles
- Player choices with narrative consequences
02 / Design breakdown
Seven survivors, different gameplay identities.
The player chooses a principal character but can switch playable character from the team's headquarters. Certain missions can require specific characters, and each survivor has a different gameplay identity.
03 / Design breakdown
Narrative consequences.
The design explores choices that affect both the cast and the wider story.
- Relationships and reactions
- Narrative events
- Character survival
- Political alignment
- Possible endings
04 / Design breakdown
Reputation & alignment.
Reputation systems connect the player to different clans and alliances. Actions involving a group can improve or damage the relationship with that faction.
The concept also uses two alignment axes: Loyal ↔ Chaotic and Good ↔ Evil. Decisions influence these values, which can affect conversations and reactions.
05 / Design breakdown
Dialogue as a systemic interaction.
Discussions offer multiple responses. Some choices affect alignment and reputation without explicitly revealing every consequence to the player.
The objective is to make decisions influence characters and the wider story, including through additional dialogue options, access to restricted areas and rank-based interactions.
06 / Design breakdown
Character & ability design.
Characters combine active powers, passive abilities, gameplay-specific skills and narrative or social abilities.
John Anidi is a defensive and strategic character. His concept abilities include Time Jump and temporal manipulation, a protective temporal barrier, health restoration and temporal regeneration.
07 / Design breakdown
Context-sensitive NPCs.
The documentation explores friendly, neutral and hostile NPC behaviours that depend on context and reputation.
- Patrol zones and faction relationships
- Restricted, neutral and authorised areas
- Sight and hearing
- Social interaction
- Combat priorities
08 / Design breakdown
A changed crew in a divided galaxy.
The survivors discover that exposure to the black hole has changed their biology and given them extraordinary abilities.
Political tensions between the Continuum and opposing factions eventually force the player to choose where their loyalties lie.
09 / Design breakdown
Temporal rewind — design concept.
One concept for player death is temporal rewind. Because the survivors have been affected by the black hole, death could return the player to an earlier safe state rather than trigger a conventional reload.
This remains a design concept, not an implemented or shipped feature.
Documents
Design documents.
Design documents
Design documents.
Concept illustrations






