Other Projects

Sedleo - 1348 Ex Voto

Sedleo - 1348 Ex Voto

Other Projects

Videogame Breakdown


Project Type: Action/Adventure Video Game
Tools Used: Unreal 5
Role: Narrative Designer / Writer
Development Time: [4 years]

Concept Overview

1348 Ex Voto is an action/adventure video game with a strong narrative focus that depicts a young knight's journey through the deconstruction of his illusions and towards the discovery of a new worldview. Facing the key aspects of chivalry, taken to extreme and corrupt consequences, the protagonist must find his own path towards a more concrete and personal moral solution.

Core Narrative Pillars

  • Naivety and reality: The journey is a path of evolution towards awareness of the truth.

  • Meaningful Moral Choices: Every encounter is a moral issue that must be addressed. Every battle is a path toward the protagonist's evolution.

  • Identity & Transformation: At the end of the journey, the protagonist will have completed his evolution and will be ready to face the most difficult moral choice.

Gameplay-Narrative Integration

  • Linear structure with strong cinematic flair

  • Profound and thoughtful dialogues with strong philosophical and moral connotations

  • Each act represents a new piece that will make up the final form of the character

My Role

  • Built the full narrative structure

  • Drafting of the script

  • Conduct in-depth research on historical background

  • Defined tone, themes, and emotional trajectory

  • Collaborate with Level Designers and Environment Artists in level development

  • Designing in-game barks and dialogue lines

  • Conducted internal playtesting and flow revisions

  • Development of descriptions and in-game texts

  • Implementation of narration on Unreal

Videogame Breakdown


Project Type: Action/Adventure Video Game
Tools Used: Unreal 5
Role: Narrative Designer / Writer
Development Time: [4 years]

Concept Overview

1348 Ex Voto is an action/adventure video game with a strong narrative focus that depicts a young knight's journey through the deconstruction of his illusions and towards the discovery of a new worldview. Facing the key aspects of chivalry, taken to extreme and corrupt consequences, the protagonist must find his own path towards a more concrete and personal moral solution.

Core Narrative Pillars

  • Naivety and reality: The journey is a path of evolution towards awareness of the truth.

  • Meaningful Moral Choices: Every encounter is a moral issue that must be addressed. Every battle is a path toward the protagonist's evolution.

  • Identity & Transformation: At the end of the journey, the protagonist will have completed his evolution and will be ready to face the most difficult moral choice.

Gameplay-Narrative Integration

  • Linear structure with strong cinematic flair

  • Profound and thoughtful dialogues with strong philosophical and moral connotations

  • Each act represents a new piece that will make up the final form of the character

My Role

  • Built the full narrative structure

  • Drafting of the script

  • Conduct in-depth research on historical background

  • Defined tone, themes, and emotional trajectory

  • Collaborate with Level Designers and Environment Artists in level development

  • Designing in-game barks and dialogue lines

  • Conducted internal playtesting and flow revisions

  • Development of descriptions and in-game texts

  • Implementation of narration on Unreal

CUTSCENE #05 - LEADER

For a place supposedly crawling with Bandits, the area is suspiciously quiet. She slowly walks through a corridor of tents. The open tents are filled with the Bandits' ill-gotten gains, from supplies to weapons to treasure. However, there are also signs of mundane, civilian life strewn around: tables set up for games of cards, women's clothing hung on washing lines, pots of stew boiling over fireplaces, etc. The space is littered with everyday items like tools and clothing, showing that people have been living here for several months. Among them are nonviolent items that clearly do not belong to combatants: walking sticks, children's toys, threadbare blankets, etc.

The BRIGANTE waits for Aeta in the middle of the clearing. He sits on a tree stump, his hands empty and weapon laid on the ground. Unlike the other Brigands Aeta has encountered, he does not look hungry for a fight. He gives Aeta a wry, tired, grin.


BRIGANTE

So, you’re the young knight who’s brought chaos to this camp? I beg a moment to talk. Do you grant it?

Aeta does not put her sword down. Instead, she angles it toward him.


AETA

Speak then! But know that the words of a murderer and a thief hold little weight with me.


BRIGANTE

You’re quick and free with that blade. This camp harbours all kinds. We’re not criminals.


AETA

You murder! You kidnap!

(beat)

I take no pleasure in bloodshed, yet your actions demand it! I have sworn an oath of justice.


BRIGANTE

An oath? To who exactly? To God? Our Lady Mary? No, that was not your meaning…

(beat)

Not to that craven who calls himself the lord of these lands?

Aeta is surprised that the Bandit knows exactly who sent her. She lowers the blade a bit, and the Brigante takes this as a sign to keep talking. He scoffs.

BRIGANTE (cont’d)

[laughs] He must have rejoiced to find someone so earnest.

(beat)

We toiled for him. Filled his silos with grain, his coffers with coin, and for what? When the pestilence came, he turned his back on us all, locked his gates and told us to face our judgement. He left us nothing.

The Brigante stands up, picking up his weapon as he does. He shows it to Aeta. The blade is not a sword or other fancy weapon specially crafted for a noble. It is crude and dangerous, a farming tool - a huge axe, that has been modified for violence. He frowns, thinking of the difficult and frustrating choices he has had to make.


BRIGANTE (cont’d) 

We did what we must.


AETA

Turning on others?! Raiding? Plundering?


BRIGANTE

What would you know about the cost of surviving?! Do you know how hard it is to feed a family, little-lord? 

(beat)

Do you believe I enjoyed doing the things I’ve done?

Aeta wavers a bit, considering what the Brigante said, but she decides to stick to her nobles' morals. She raises her sword again.


AETA

Yet you did them still.

CUTSCENE #05 - LEADER

For a place supposedly crawling with Bandits, the area is suspiciously quiet. She slowly walks through a corridor of tents. The open tents are filled with the Bandits' ill-gotten gains, from supplies to weapons to treasure. However, there are also signs of mundane, civilian life strewn around: tables set up for games of cards, women's clothing hung on washing lines, pots of stew boiling over fireplaces, etc. The space is littered with everyday items like tools and clothing, showing that people have been living here for several months. Among them are nonviolent items that clearly do not belong to combatants: walking sticks, children's toys, threadbare blankets, etc.

The BRIGANTE waits for Aeta in the middle of the clearing. He sits on a tree stump, his hands empty and weapon laid on the ground. Unlike the other Brigands Aeta has encountered, he does not look hungry for a fight. He gives Aeta a wry, tired, grin.


BRIGANTE

So, you’re the young knight who’s brought chaos to this camp? I beg a moment to talk. Do you grant it?

Aeta does not put her sword down. Instead, she angles it toward him.


AETA

Speak then! But know that the words of a murderer and a thief hold little weight with me.


BRIGANTE

You’re quick and free with that blade. This camp harbours all kinds. We’re not criminals.


AETA

You murder! You kidnap!

(beat)

I take no pleasure in bloodshed, yet your actions demand it! I have sworn an oath of justice.


BRIGANTE

An oath? To who exactly? To God? Our Lady Mary? No, that was not your meaning…

(beat)

Not to that craven who calls himself the lord of these lands?

Aeta is surprised that the Bandit knows exactly who sent her. She lowers the blade a bit, and the Brigante takes this as a sign to keep talking. He scoffs.

BRIGANTE (cont’d)

[laughs] He must have rejoiced to find someone so earnest.

(beat)

We toiled for him. Filled his silos with grain, his coffers with coin, and for what? When the pestilence came, he turned his back on us all, locked his gates and told us to face our judgement. He left us nothing.

The Brigante stands up, picking up his weapon as he does. He shows it to Aeta. The blade is not a sword or other fancy weapon specially crafted for a noble. It is crude and dangerous, a farming tool - a huge axe, that has been modified for violence. He frowns, thinking of the difficult and frustrating choices he has had to make.


BRIGANTE (cont’d) 

We did what we must.


AETA

Turning on others?! Raiding? Plundering?


BRIGANTE

What would you know about the cost of surviving?! Do you know how hard it is to feed a family, little-lord? 

(beat)

Do you believe I enjoyed doing the things I’ve done?

Aeta wavers a bit, considering what the Brigante said, but she decides to stick to her nobles' morals. She raises her sword again.


AETA

Yet you did them still.

Kintsugi - Hero Arises

Video Game Breakdown

Project Type: Interactive Narrative Prototype
Tools Used: Arcweave
Role: Narrative Designer / Writer
Development Time: [Game Jam of 3 days]

Concept Overview

Kintsugi – Hero Arises is a narrative prototype built around the idea that personal fractures are not weaknesses to hide, but marks of growth. The player follows a protagonist forced to confront their inner cracks, transforming them into the very source of their emerging heroism.

Core Narrative Pillars


  • Fragility as Strength: Emotional fractures open new narrative paths.

  • Meaningful Moral Choices: Each decision reflects an internal conflict.

  • Identity & Transformation: The hero evolves based on player-driven choices.

Story Structure


  • Beginning - Field of Lethe: Introduction of the protagonist and hub of the game.


  • Mausoleum of Regret: Remorse is like a prison that prevents us from looking to the future. To be able to get back up, we must be able to accept the past and not lose ourselves in what might have been.


  • Mausoleum of Fear: Fear is like a chain that holds us down and prevents us from rising up. It is not necessarily a negative force, if we can use it and learn from it.


  • Mausoleum of Shame: Shame as a force that prevents us from moving forward. Defeat is part of the journey. We must not fear it, but embrace it as a necessary step.


  • Endings: The hero chooses his own path. Even at the end, he always has the option of choosing a well-deserved peace. Facing a future fraught with responsibility and possible suffering must be an act of free will, not an imposition.

    Gameplay-Narrative Integration


  • Branching structure built entirely in Arcweave

  • Multiline dialogue with emotional-state variations

  • Nodes reflect the protagonist’s psychological evolution

    My Role


  • Built the full narrative structure

  • Wrote branching dialogue and scene variations

  • Defined tone, themes, and emotional trajectory

  • Developing gameplay mechanics

  • Implemented the prototype in Arcweave

  • Conducted internal playtesting and flow revisions

    Project Goal


Showcase the ability to:

  • Build coherent branching narrative systems

  • Maintain thematic consistency

  • Write dynamic, reactive dialogue

  • Translate abstract concepts (e.g., Kintsugi) into interactive storytelling

  • Expressing the concept of resilience in a coherent and profound story

Game Boards

Project Type: Interactive Narrative Prototype
Tools Used: Arcweave
Role: Narrative Designer / Writer
Development Time: [Game Jam of 3 days]

Concept Overview

Kintsugi – Hero Arises is a narrative prototype built around the idea that personal fractures are not weaknesses to hide, but marks of growth. The player follows a protagonist forced to confront their inner cracks, transforming them into the very source of their emerging heroism.

Core Narrative Pillars


  • Fragility as Strength: Emotional fractures open new narrative paths.

  • Meaningful Moral Choices: Each decision reflects an internal conflict.

  • Identity & Transformation: The hero evolves based on player-driven choices.

Story Structure


  • Beginning - Field of Lethe: Introduction of the protagonist and hub of the game.


  • Mausoleum of Regret: Remorse is like a prison that prevents us from looking to the future. To be able to get back up, we must be able to accept the past and not lose ourselves in what might have been.


  • Mausoleum of Fear: Fear is like a chain that holds us down and prevents us from rising up. It is not necessarily a negative force, if we can use it and learn from it.


  • Mausoleum of Shame: Shame as a force that prevents us from moving forward. Defeat is part of the journey. We must not fear it, but embrace it as a necessary step.


  • Endings: The hero chooses his own path. Even at the end, he always has the option of choosing a well-deserved peace. Facing a future fraught with responsibility and possible suffering must be an act of free will, not an imposition.

    Gameplay-Narrative Integration


  • Branching structure built entirely in Arcweave

  • Multiline dialogue with emotional-state variations

  • Nodes reflect the protagonist’s psychological evolution

    My Role


  • Built the full narrative structure

  • Wrote branching dialogue and scene variations

  • Defined tone, themes, and emotional trajectory

  • Developing gameplay mechanics

  • Implemented the prototype in Arcweave

  • Conducted internal playtesting and flow revisions

    Project Goal


Showcase the ability to:

  • Build coherent branching narrative systems

  • Maintain thematic consistency

  • Write dynamic, reactive dialogue

  • Translate abstract concepts (e.g., Kintsugi) into interactive storytelling

  • Expressing the concept of resilience in a coherent and profound story

Video Game Breakdown

Project Type: Interactive Narrative Prototype
Tools Used: Arcweave
Role: Narrative Designer / Writer
Development Time: [Game Jam of 3 days]

Concept Overview

Kintsugi – Hero Arises is a narrative prototype built around the idea that personal fractures are not weaknesses to hide, but marks of growth. The player follows a protagonist forced to confront their inner cracks, transforming them into the very source of their emerging heroism.

Core Narrative Pillars


  • Fragility as Strength: Emotional fractures open new narrative paths.

  • Meaningful Moral Choices: Each decision reflects an internal conflict.

  • Identity & Transformation: The hero evolves based on player-driven choices.

Story Structure


  • Beginning - Field of Lethe: Introduction of the protagonist and hub of the game.


  • Mausoleum of Regret: Remorse is like a prison that prevents us from looking to the future. To be able to get back up, we must be able to accept the past and not lose ourselves in what might have been.


  • Mausoleum of Fear: Fear is like a chain that holds us down and prevents us from rising up. It is not necessarily a negative force, if we can use it and learn from it.


  • Mausoleum of Shame: Shame as a force that prevents us from moving forward. Defeat is part of the journey. We must not fear it, but embrace it as a necessary step.


  • Endings: The hero chooses his own path. Even at the end, he always has the option of choosing a well-deserved peace. Facing a future fraught with responsibility and possible suffering must be an act of free will, not an imposition.

    Gameplay-Narrative Integration


  • Branching structure built entirely in Arcweave

  • Multiline dialogue with emotional-state variations

  • Nodes reflect the protagonist’s psychological evolution

    My Role


  • Built the full narrative structure

  • Wrote branching dialogue and scene variations

  • Defined tone, themes, and emotional trajectory

  • Developing gameplay mechanics

  • Implemented the prototype in Arcweave

  • Conducted internal playtesting and flow revisions

    Project Goal


Showcase the ability to:

  • Build coherent branching narrative systems

  • Maintain thematic consistency

  • Write dynamic, reactive dialogue

  • Translate abstract concepts (e.g., Kintsugi) into interactive storytelling

  • Expressing the concept of resilience in a coherent and profound story

Kintsugi - Hero Arises

Game Boards

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