About Me / Game Writing
I’ve been writing since 2016, and this deep interest led me to become a game writer. You can read some of my personal writing here.
I believe narrative is one of the backbones of memorable gameplay, and I used my diverse professional experience to communicate effectively between different disciplines and maximize the narrative potential within production limitations and creative opportunities.
I write fluently in Bahasa Indonesia (native) and English, allowing me to do localization while maintaining the rhyme, tone, and cultural intention—making sure the story resonates with the player without losing the original content and deliverance.
Narrative Design: branching routes, reactive storytelling, interconnected lore, layered worldbuilding
Game Writing: production-ready screenplay, barks, cinematic cutscene directions, narrative pacing
Cross-Discipline Collaboration: concise documentation, visual references, creative problem solving
Native Bahasa Indonesia Localization: adapting tone, rhythm & meanings for resonant narrative
Core Skills
Don’t Go Back | Original Project / Blocktober I Solo Developer (2024-2025)
Iterated the screenplay and mission design based on the asset availability and production deadlines
Researched and adapted real-world events into historically accurate and compelling narrative beats
Adjusted mission flow and narrative progress to align with blockout limitations and limited timelines
Snow Church | Fan Project Spin-off of Control (Remedy Entertainment) I Solo Developer (2024-2025)
Expanded existing IP through a new universe and characters, maintaining the original game pillars
Produced character sheets with rich lores, distinctive barks, and relationship diagrams in Figma
Wrote a cinematic screenplay merging dual timelines into one narrative with high emotional flow
Future Siren | Original Project / Taksa Semesta I Solo Developer (2023-2025)
Created and localised Bahasa Indonesia poems into English, maintaining tone and cultural aspects
Designed three branching routes with different combat difficulties, tension, and player discoveries
Documented development progression through GDD, one-pager, and trackable progression
Black Puddle | Original Project / Taksa Semesta I Solo Developer (2023-2025)
Developed two interconnected lores and high-level worldbuilding, including monsters' birth cycles
Incorporated Indonesian culture and dark psychology into narrative and world structure design
Created a visual board and sensory-driven screenplay to aid the art direction in development phase
Gamedev Experiences
Graphic Design Intern (Bursatani Global Niaga)
Nov 2022 - Mar 2023 (Internship) / Hybrid
Managed cross-team design workflows and project timelines using Notion, optimizing delivery processes while balancing urgency and creative quality.
Researched and scripted product promotional videos, creating story-driven narratives that highlighted product uniqueness for wider market accessibility.
Designed modular asset libraries to streamline future promotional campaigns, improving long-term team efficiency even after the internship ended.
Media and Information Staff — UKM Merpati Putih (Institut Teknologi Sepuluh Nopember)
Sept 2019 - Sept 2020 / On-site
Redesigned organization visual assets, improving communication clarity and long-term adaptability for promotional and administrative use.
Built systematic media documentation for event reporting and promotional purposes, ensuring operational transparency and information integrity.
Supported event logistics and safety analysis while maintaining documentation duties, contributing to a resilient team culture.
Other Experiences
cERTIFICATIONS
Game Writer Course: Write your Videogame - Udemy, Nov 2023
Write a Professional Game Design Document (GDD) - Udemy, Oct 2023
Beside those four solo projects, in my early game writing journey, I recreated Blacksad: Under the Skin in simplified formats using Twine and a physical book, which became the final task for the Game Development 101 course at Agate Academy.







































I also learned to conceptualize a game (my first game concept!) about a boy who becomes the sole survivor of a chemical apocalypse, who’s trying to uncover what happened while he was being put into a coma for years.




