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Game, narrative & systems design

Prisma cRPG

A tabletop investigation adapted for a party-based tactical RPG.

In development
My contribution
Product vision, game and systems design direction, narrative adaptation and design documentation.
Project
PC-first single-player party-based cRPG · Unreal Engine
Dustmere mining village: timber houses, industrial smoke and a mine tower.
Dustmere, illustrated in the tabletop adventure. Concept art for the setting, not a cRPG gameplay screenshot.

The design goal

Translate tabletop freedom into supported digital choices: several ways to uncover information, enter the mine and carry consequences forward.

Keep the investigation moving

No Single Point of Failure is a design principle: essential progress should have more than one supported route. A failed roll may change the cost or quality of a lead; it should not silently end the investigation.

Make choices persist

The World that Remembers connects dialogue, route selection and social consequences. The design work asks which choices must survive scene transitions, and what the player should notice when they return.

Build depth within a bounded slice

The product vision is a semi-isometric RPG with tactical turn-based combat, click-to-move exploration and close-up dialogue. Dustmere is the chosen slice baseline. The full-game feature catalogue remains aspirational; this case study does not claim a finished vertical slice.

Work samples

Production context

Design direction and documentation by Kirill Sakhin with AI-assisted workflows. The illustrations come from the tabletop sourcebook; they show setting concepts, not implemented cRPG scenes.

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