Narrative Designer & Game Writer

Stories live
in the spaces
between.

I build characters that clash, transform, and leave players thinking about them long after the screen goes dark.

Two shipped mobile titles — Garden Getaway and Merge Mayor

Studio Work — StarBerry Games
Garden Getaway key art — a bridal veil in a rose garden and the sheriff questioning a witness © StarBerry Games
In-game dialogue · © StarBerry Games
Cozy Murder Mystery · Live-Service Mobile · Shipped August 2026 · StarBerry Games

Garden Getaway

  • Wrote the central murder mystery: the case, the suspects, and the reveal structure across chapters
  • Defined the main cast of 7 characters with the team, introducing one new character per chapter to keep suspicion moving
  • Wrote all character dialogue (7 chapters and 70 scenes live at global launch)
  • Built an AI-assisted review workflow using story bibles and character documentation to test chapter drafts for consistency before submission
Cozy Mystery Character Dialogue Serialised Narrative Story Arc
Merge Mayor dialogue scene featuring Todd and another character © StarBerry Games
In-game dialogue · © StarBerry Games
Live-Service Mobile · Live since 2021 · StarBerry Games

Merge Mayor

  • Primary narrative designer across 24 levels and 3 districts, from brief to implementation
  • Designed 15 original characters with character profiles, reference boards, and personality briefs
  • Wrote 670+ dialogue lines across mission-driven story scenes, giving each district a distinct tone
  • Contributed to the rebranding of 5 city-district characters, including voice direction and personality alignment
  • Authored the game design spec for a restructured mission-progression system, reducing art dependency while preserving narrative pacing
Character Design Dialogue Writing Game Design Spec Character Rebranding
Personal Work — Film & Level Design
Short Film · Unreal Engine · Solo

Run Work in progress

A short film set in a medieval Slavic village on the night a forest guardian comes for it — the same folklore I keep returning to in Wraith Seeker and Witch Hunter Camp, told this time in camera rather than in choices. The piece is an experiment in using Unreal Engine as a filmmaking tool.

MetaHumans Level Sequencer Cinematic Lighting Shot Composition
Village street at dusk with lanterns Glowing forest guardian among the trees Fog rolling through the village at night
Level Design · Unreal Engine · Solo

Witch Hunter Camp

A narrative level expanding the world of Wraith Seeker. The player navigates a witch hunter camp, collecting ritual items and placing them on a forest altar to summon the Leshy — a Slavic forest guardian. Built around environmental storytelling and with simple Blueprint scripting.

Unreal Engine Blueprint Scripting Environmental Storytelling Level Design
Personal Work — Interactive Fiction
Repeating heart flags — Love Loop cover
Interactive Fiction · Twine · Solo

Love Loop

A narrative experiment in player expression. Caught in a dimensional loop, the player repeatedly meets the same partner in different contexts — dialogue designed to reveal character through what is shown rather than stated.

Player Expression Show Don't Tell Character Through Subtext

Cover image by Freepik

Ghostly figure in a dark forest — Wraith Seeker cover
Interactive Fiction · Twine · Solo

Wraith Seeker

A branching narrative set in a witch-hunt village. The player navigates suspicion and trust as a witch in hiding, with two variable systems — Suspicion and Trust — shaping the climax across three possible endings.

Branching Narrative Variable Systems Choice Design

Cover image by Freepik

The gap between what they say
and what they feel.

"The most interesting thing about a character isn't what they want — it's the dilemma between what they think they want, and what they actually need. How they transform, or how they refuse to."

Sofia Sabarini — illustrated profile portrait

"What happens when you put two people in a room and let their personalities do the work?"

That's the question I keep coming back to. Characters, to me, are puzzles — not just about what makes them tick individually, but what happens when you mix them together. Who clashes and who doesn't. What kind of conflict arises purely from the friction of two personalities meeting in the same scene.

I bring that curiosity to 4+ years of professional work in live-service mobile games, with a background spanning game design and communication.

2Shipped Titles
22Characters Designed
1,000+Dialogue Lines
4+Yrs Experience
Languages
English Fluent German Fluent Bulgarian Proficient
Capabilities
Narrative & Writing
  • Story bible & character documentation
  • Serialised narrative writing
  • Dialogue & character voice
  • Game design spec writing
  • AI-assisted narrative consistency review
  • Twine prototyping (personal)
Design & Tools
  • Unity3D (content implementation)
  • Unreal Engine + Blueprint scripting
  • Miro, Jira, GitHub + Sourcetree
  • Content QA & bug reporting
  • Level design & blockout
  • Environmental storytelling
  • Cross-discipline collaboration
Production & Creative
  • Adobe Photoshop & InDesign
  • Adobe Premiere Pro
  • Community management (58K+ Discord)
  • Player feedback analysis
  • Zendesk & live support
Research
M.A. Thesis · SRH Hochschule, 2021

Quantic Foundry's Nine Gamer Types and Their Association with Narrative Preferences

A 457-response survey mapping gamer archetypes to narrative preferences across character, setting, mood, and story structure.

Read thesis ↗
B.A. Thesis · IU Hochschule, 2025

How Game Mechanics Portray Mental Illnesses

Analysis of audiovisual and control design in five indie games examining how mechanics externalise psychological experience and foster player empathy.

Read thesis ↗

Open to Narrative Design and Game Writing roles where characters and story take centre stage.