This page highlights my experience in narrative presentation, including in-game cinematic systems, camera perspectives, scene timing, dialogue systems, etc. Projects span indie development, machinima experiments, and academic showcases.

Seven Weeks on Earth (demo)
- Designed and wrote branching narrative and event logic in a three-person indie project showcased at conferences.
- Built narrative-driven environments with attention to player perspective, pacing, and interactive flow.
- Created design documentation and flow diagrams to support collaboration from concept to public demo.
An Act Structure i wrote for the game:


The Gif above is a trailer I directed and edited for my Master’s thesis project, combining in-engine footage, TTS-generated audio (to create the bizzare analogue feeling), and text overlays to communicate the game’s narrative atmosphere.
Watch the full trailer here
In this project, I also…
- Designed and implemented a narrative system that transitions between 2D and 3D presentations, with Unity Engine + YarnSpinner plugin
- Wrote and maintained design documents like this narrative design brief:
- … And did many more!

A 31-episode Sims machinima + experimental Let’s Play
- Produced machinima using The Sims 4 to experiment with character staging, camera perspectives and movement, and dialogue timing.
- Explored emergent narrative by linking player-driven events to scripted character interactions.
Some other promotional pictures I made for this project series:
After the completion of this machinima project, I carried the experiment to documented episodes on a blog, as well as a tumblr miniblog, to test out serialized storytelling.
Here is the blog where I kept a 16-episode mini-series of my The Sims 3 story, using the format of playscript + screenshots.




