Stories have always been at the core of my creativity. In this space you’ll find worlds, characters and narrative experiments that explore meaning, emotion, and connection. I’m still gathering and shaping the material — but this page is alive, and more will unfold soon.
I design narrative scenarios for tabletop roleplaying games, including story structure, locations, encounters, and player-driven investigation.
Part of my design approach is creating visual handouts and props that support the gameplay experience — such as maps, letters, newspapers, and diagrams. These elements help players interact with the world directly and uncover the story through exploration.
This in-world handbook was created to guide players into the campaign setting of Elba — a mysterious archipelago of shifting alliances, hidden secrets, and strange encounters. It’s designed to feel like a travel dossier from within the world itself, combining maps, character rumors, item scraps and atmospheric notes into a cohesive visual experience.
Here, storytelling is woven into layout, typography, and texture. The goal is not only to inform, but to spark curiosity, theorycrafting and interaction right from the first page.
Maps have always fascinated me, not only as tools for navigation but as invitations to imagine.
This project began as a hand-drawn sketch, a way to feel out the shape of a world. From there I moved into digital design, refining the forms until the map carried both clarity and mood.
For me, a map needs to strike a balance between function and atmosphere. It should give orientation while also sparking curiosity, making you want to step into the world it represents.
This puzzle was created for a split-path dungeon challenge, where each player faced a unique obstacle while separated from the group.
I wanted to design something immersive that relied more on observation and intuition than complex riddles or calculations.
The Setup:
Players encountered a gallery of mysterious portraits and bowls marked with letters. In the center: a bowl of colorful stones. Without instructions, they must deduce how the colored stones should be distributed by studying the paintings.
The artwork was AI-assisted, but the puzzle logic, layout, and pacing were entirely my own design.
Each painting depicts a group of creatures. The player must identify the type of creature in each painting and match it to the correct bowl, based on the first letter of the creature’s name. For example, a painting of orcs corresponds to the bowl marked “O”.
To solve the puzzle, the player counts the number of creatures in each painting, then places that many marbles into the matching bowl.
Example: The orc painting shows five orcs → “O” bowl → 5 marbles.
Character Experience
Ragnar, Clan Rock Barbarian (In-Character):
“As a barbarian warlock of Clan Rock, I found myself puzzled in this situation. I'm good at hunting and slashing, but here it was useless. I was alone, separated from my hunting party. I could only rely on my cunning and smartness.
But my mom used to say I was special! I'm sure that it's because I was the most intelligent of the kids since I was handling 2 axes at the same time. So I started thinking. Did something — nothing happened. Then I tried again. Still nothing. But then… I really started thinking. Like, really hard. Then it felt like the moment when you just find the monster prey.
I felt I had the answer, so I did something — and something happened! The door opened. I'm a genius! The genius barbarian of Clan Rock! I should become an elder!”
Player Experience
Player Norfarel (Out-of-Character):
“As a player, I like small puzzles but don’t do a lot of them outside of games. Normally I rely on the math-brain people in the group. So I was nervous to be stuck alone with this one. But this puzzle was the perfect level of difficulty. It never felt out of reach. After a few thoughtful moments and by examining the visual details, I solved it!
It also helped that the GM rotated between players, giving us all some solo reflection time. It felt amazing to crack this one on my own — especially while playing a not-so-clever barbarian. It was a satisfying, story-driven moment that really stood out.”