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Gameplay systems & narrative

The Revenant

Possession as a playable choice.

Prototype in development
My contribution
Game concept, narrative and systems design direction; prototype playtesting and iteration.
Project
Third-person action RPG · Unreal Engine 5.8
In-engine environment study: a weathered stone and brick bridge over a Venetian canal, with worn plaster, shutters and a flower balcony.
Exchange environment study in Unreal Engine. Adapted from a Scans Factory Venice asset composition with project lighting; work in progress, September 2026.

The design goal

Let the player chain from body to body without possession feeling like a menu, while keeping spirit form vulnerable and readable.

The possession loop

Each change of form alters the player’s opportunities and exposure.

  1. SpiritFind an opening.
    The tether drains.
  2. PossessEnter a valid host.
    Take control.
  3. EmbodiedUse the body.
    The tether restores.
  4. Release or chainLeave the host.
    AI regains control.

Design model derived from the prototype specification. It is not a playable demo.

Make possession legible

A target’s awareness, position and state determine whether it can be possessed. Failed attempts communicate a reason, such as distance, facing direction or alertness. The design turns possession into a decision the player can understand and improve at.

Two forms, different opportunities

Embodiment restores the spirit’s tether and gives access to a body’s abilities. Leaving a host opens spirit movement and passage through designated gaps, but starts the pressure of being exposed. The level must offer reasons to choose each form.

A playtest changed the next question

After playing the first possession prototype, I identified a problem: identical guards made the available bodies feel interchangeable. The next design work therefore focuses on distinct body roles and reactions after release, so choosing a host changes the player’s options.

A city shaped by its visual rules

The Art Bible grounds Serenza in late-Renaissance Venice: worn brick, Istrian stone, plaster, timber and glass. Warm practical light belongs to the living city; cold glass and black water define the drowned Afterlife. Mirrors connect that visual direction to the threat of hunters entering the world. The environment study shows a material and lighting benchmark while the playable locations continue to develop.

Work samples

Production context

Game concept, narrative and systems design direction by Kirill Sakhin, developed with AI-assisted workflows. The environment study uses Scans Factory’s Venice – Italian City assets and an adapted asset-pack composition in the project’s look-development level. It demonstrates a visual benchmark, with project lighting, rather than a finished gameplay location. The art direction follows the project Art Bible.

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