AA INTERACTIVE HORROR NARRATIVE ADVENTURE PC / CONSOLE

THE DARK PICTURES ANTHOLOGY:

MAN OF MEDAN

GAME & LEVEL DESIGNER

A cinematic horror experience where every decision can mean life or death.

As a Game & Level Designer, I contributed to crafting tense, interactive sequences through level design, gameplay integration and narrative-driven player experiences.

01

MY ROLE &
CONTRIBUTIONS

As a Game Designer, I contributed to scene preparation and narrative implementation, from mapping character movements for motion capture planning to integrating dialogue choices, animation sequences and narrative progression within the STORM scene.

SCENE BLOCKING & PREPARATION

Created top-down scene layouts to define character movements and trajectories across gameplay and cinematic sequences, supporting motion capture planning.

DIALOGUE & CHOICE INTEGRATION

Integrated dialogue interactions and positioned Heart and Head choices to maintain narrative coherence throughout the STORM scene.

NARRATIVE SEQUENCING

Organized and integrated successive dialogue sequences, ensuring consistent narrative flow and preventing conflicting transitions.

ANIMATION INTEGRATION

Integrated character animations and verified their positioning within the game world to ensure spatial consistency across sequences.

02

SELECTED WORK

From early scene planning to narrative implementation, my contributions focused on translating scripted events into coherent, playable sequences.

Two areas illustrate this work: preparing character movements for motion capture and integrating the narrative flow of STORM.

SCENES BLOCKING

Preparing for Motion Capture

Translated scripted events into top-down scene representations, establishing character trajectories and spatial relationships to support the production of motion capture documentation.

STORM

Maintaining Narrative Continuity

Integrated dialogue choices, character animations and successive narrative sequences, with particular attention to choice placement, narrative consistency and uninterrupted scene progression.

03

DESIGN CHALLENGES

In a branching cinematic experience, even small integration decisions can affect narrative clarity and continuity.

My work required careful attention to dialogue choice placement, sequence transitions and spatial consistency, ensuring that scripted events unfolded as intended.

PRESERVING MEANINGFUL DIALOGUE CHOICES

Positioned Heart and Head dialogue choices at appropriate narrative moments, ensuring their classification and placement remained consistent with the script.

MAINTAINING A CONTINUOUS NARRATIVE FLOW

Coordinated successive dialogue sequences within STORM to preserve narrative order, prevent overlapping events and ensure coherent transitions.

TRANSLATING SCRIPTS INTO SPATIAL ACTION

Defined character trajectories through top-down scene planning, establishing a clear spatial reference for gameplay, cinematic sequences and motion capture preparation.

04

MISSIONS &
RESPONSIBILITIES

Contributed to the production of MAN OF MEDAN through scene blocking and narrative implementation.

My work focused on translating scripted events into spatial character movements for motion capture preparation, then integrating dialogue choices, narrative sequences and character animations within the STORM scene.

  • Created top-down layouts defining character trajectories for gameplay and cinematic sequences.
  • Produced spatial references used to develop the mocap book.
  • Implemented dialogue choices and assigned Heart or Head classifications in accordance with the narrative.
  • Organized successive dialogue sequences to maintain coherent narrative progression.

  • Integrated character animations and verified their positioning within the game world.

05

SCREENSHOTS

A closer look at MAN OF MEDAN’s cinematic environments, character interactions and narrative sequences, highlighting the atmosphere and visual storytelling that shape the player experience.

Select an image to enlarge it.

06

GAMEPLAY
VIDEOS

Explore selected sequences from MAN OF MEDAN, highlighting dialogue integration, narrative flow and character animation within the STORM scene. These videos illustrate how successive interactions and cinematic moments come together to create a coherent narrative experience.

STORM

A tense, dialogue-driven sequence combining branching choices, character interactions and carefully orchestrated narrative transitions.

07

FEAR IS NOT ALWAYS REAL.

Step aboard a mysterious ghost ship where every decision can mean life or death. Experience a cinematic horror adventure shaped by your choices, relationships, and actions.