Game writing portfolio

About Me / Game Writing

Core Skills: Layered Worldbuilding, Branching Narratives, Distinct Characters, Production-Ready Narrative, Bahasa Indonesia Localization, Tailored Visual Documentation, Version Tracking

Software: Miro, Figma, Notion, Twine, Kit Scenarist, Google Docs & Slides, Adobe Illustrator, Adobe Photoshop, DaVinci Resolve

Language: Bahasa Indonesia (Native), English (Proficient)

Links: Portfolio (.pdf) | linkedin.com/in/nurhasanahumar

Having worked in both narrative and non-narrative roles across various disciplines, my game writing and narrative design adapt flexibly to the ever-changing development process while maximizing narrative potential within production feasibility.

Experience: Product Designer (B.Des), 3D Environment Artist, Graphic Designer, Videographer, UNICEF Mentor

SOLO PROJECTS SHOWCASE

Concept: A survival detective game with fundamental moral conflict from layered psychological narratives, dark atmospheric exploration, and unexpected combats in two worlds

Genre: Third-Person Shooter, Mystery, Thriller, Psychological

Production Time: Dec 2025 - Jun 2026 (Developed in parallel with the project's Level Design)

Output:

  • Narrative & Writing: 11-Page Character Bark Sheet, 30-Page Screenplay, Character Relationship Flowchart

  • Design Documentation: 17-Page GDD, 12-Page LDD, One-Pager, Level Design Matrix, Architectural & Asset Database (Miro), Level Flowcharts, Game Beats, Beat Charts, Mission Flows, Bubble Diagrams

  • Gameplay & Visuals: 31-Min Blockout Gameplay, 12-Min Level Art Walkthrough, Blockout & Art Pass Render Galleries

Key Features: Immersive atmosphere, diverse gameplay flow with rich worldbuilding, unpredictable transition into combat inside the nightmares, moral conflict against a kid’s innocence

Role: Game Writer, Narrative Designer

Software: Miro, Figma, Notion, Kit Scenarist, Google Docs, Google Slides, Adobe Illustrator, Adobe Photoshop, DaVinci Resolve

Responsibilities:

  • Designed a corrupted political system between corporations, politicians, and police, highlighting its impact on the victims

  • Wrote 50 interactable letters with diverse content for environmental storytelling to deepen the lore

  • Authored a 3-act narrative and missions inside a 3-story interior building for a 30-minute gameplay prototype

  • Created 12 interactable NPCs with distinct characteristics, connected backstories, and interaction responses that shaped the mission design

  • Made effective documentation by tailoring formats to fit the specific needs of various development phases

  • Organized audio design for the gameplay prototype and level walkthrough videos to fit the intended tension and narrative progression

Concept: A dark escape-exploration game with immersive narrative investigation through the eyes of a child escaping abduction revolves around a satanic cult and human trafficking loop

Genre: Mystery, Suspense, Psychological, Drama

Production Time: Oct 2024 - Dec 2025 (Developed in parallel with the project's Level Design and 3 other solo projects across Level Design & Game Writing)

Output:

  • Narrative & Writing: 3-Page Character Bark Sheet, 35-Page Screenplay, Worldbuilding Flowcharts, Character Relationship Flowchart, Narrative Timeline

  • Design Documentation: 13-Page GDD, 10-Page LDD, One-Pager, Level Flowcharts, Game Beats, Beat Charts, Mission Flows, Visual References

  • Gameplay & Visuals: 8-Min Blockout Gameplay (1.6x Speed), 9-Min Blockout Walkthrough, Blockout & Art Pass Render Galleries

Key Features: Tactical hide-and-fight gameplay, connecting clues to uncover stories, atmospheric storytelling, emotional and psychological explosion

Role: Game Writer, Narrative Designer

Software: Figma, Notion, Kit Scenarist, Google Docs, Google Slides, Adobe Illustrator, Adobe Photoshop, DaVinci Resolve

Responsibilities:

  • Designed narrative and mission progression based on identified blockout potential inside an iterative development process

  • Researched and adapted historical events into narrative worldbuilding uncovered through exploration and interactable items

  • Created hide-and-seek 3-act missions utilizing prop placement and player sightlines to intensify anticipation

  • Directed navigation paths through exploration missions that covered blockout weak points and limited asset variety

  • Established explosive character development that changed the mission approach from passive victim to active survivor

  • Designed four enemy types with distinct personalities, aggressiveness, and combat approaches to enrich hide-and-seek gameplay

Concept: A fan project spin-off of Control by Remedy Entertainment. A cinematic adventure with crime investigation flashbacks, delivered from the perspective of a grandfather with photographic memory and mental illness

Genre: Detective, Story-Rich, Suspense, Drama

Production Time: Apr 2024 - Dec 2025 (Developed in parallel with the project's Level Design and 3 other solo projects across Level Design & Game Writing)

Output:

  • Narrative & Writing: 2-Page Character Bark Sheet, 30-Page Screenplay, Game Deconstruction & Narrative Analysis, Worldbuilding Flowcharts, Character Backstories, Character Relationship Flowchart, Narrative Timeline

  • Design Documentation: 13-Page GDD, 10-Page LDD, One-Pager, Level Flowcharts, Game Beats, Beat Charts, Mission Flows, Visual References

  • Gameplay & Visuals: 5-Min Level Art Gameplay (1.6x Speed), 3-Min Blockout Walkthrough, Blockout & Art Pass Render Galleries

Key Features: Layered Dual-Timeline Investigation, atmospheric nostalgia in present time, re-living nightmares into madness, the illusion of safety

Role: Game Writer, Narrative Designer

Software: Figma, Notion, Kit Scenarist, Google Docs, Google Slides, Adobe Illustrator, Adobe Photoshop, Clip Studio Paint, DaVinci Resolve

Responsibilities:

  • Structured an applicable Beat Chart and Character Relationship Flowchart to facilitate dual narrative progression

  • Embedded heavy emotional progression into 3-act narrative gameplay with present and flashback cutscenes

  • Deconstructed 4 games from Remedy Entertainment into categorized data on narrative structure, multiverse aspects, and gameplay DNA

  • Designed exploration and object/NPC discovery missions to trigger narrative progression and player emotional engagement

  • Established interconnected backstories between lore-accurate characters from the Control IP and original characters from the project

  • Provided cinematic visual references that acted as the main lighting and foliage guide during the level art phase

Concept: A branching survival game entwined with supernatural powers, fast-paced combat, and dark psychological depth of Indonesian culture, designed for memorable replayability

Genre: Third-Person Shooter, Mystery, Action, Choice Matters

Production Time: Mar 2024 - Nov 2025 (Developed in parallel with the project's Level Design and 3 other solo projects across Level Design & Game Writing)

Output:

  • Narrative & Writing: 4-Page Character Bark Sheet, 42-Page Screenplay, Character Backstories, Character Relationship Flowchart, Narrative Timeline

  • Design Documentation: 14-Page GDD, 10-Page LDD, One-Pager, Branching Level Flowcharts, Game Beats, Branching Beat Charts, Branching Mission Flows, Visual References

  • Gameplay & Visuals: 8-Min Level Art Gameplay (1.6x Speed), 4-Min Blockout Walkthrough, Blockout & Art Pass Render Galleries

Key Features: Interconnected gameplay & story, mysterious voice manipulating monsters, burden of leadership, powerful yet powerless combat

Role: Game Writer, Narrative Designer

Software: Figma, Notion, Kit Scenarist, Google Docs, Google Slides, Adobe Illustrator, Adobe Photoshop, Clip Studio Paint, DaVinci Resolve

Responsibilities:

  • Designed three branching routes with two outcomes based on the correlation between player choices and protagonist responsibility

  • Balanced three explorable areas through mission design, combat difficulty, events, and interactables for Telekinesis mechanic

  • Localized an Indonesian poem into English while preserving tone, context, prose, and cultural nuances

  • Authored a production-ready 42-page screenplay for cinematic cutscenes across a 3-act narrative and three branching choices

  • Created two types of outcomes/consequences based on how responsible the player acts as a leader rather than relying on pure luck

  • Managed version control across two iterations to balance mission design and ensure seamless transitions across branching options

Concept: A survival detective game interwoven with deep depth of Indonesian culture, wrapped in layered narratives, eerie combat, and dark-psychological atmospheric gameplay

Genre: Third-Person Shooter, Mystery, Thriller, Psychological

Production Time: Jan 2024 - Oct 2025 (Developed in parallel with the project's Level Design and 3 other solo projects across Level Design & Game Writing)

Output:

  • Narrative & Writing: 3-Page Character Bark Sheet, 30-Page Screenplay, Worldbuilding Flowcharts, Creature Life Cycles, Character Backstories, Character Relationship Flowchart

  • Design Documentation: 14-Page GDD, 10-Page LDD, One-Pager, Level Flowcharts, Game Beats, Beat Charts, Mission Flows, Visual References

  • Gameplay & Visuals: 6-Min Level Art Gameplay (1.6x Speed), 4-Min Blockout Walkthrough, Blockout & Art Pass Render Galleries

Key Features: Immersive atmospheric terror, intense combat under hallucination, digging information from the past, descent into madness

Role: Game Writer, Narrative Designer

Software: Figma, Notion, Kit Scenarist, Google Docs, Google Slides, Adobe Illustrator, Adobe Photoshop, Clip Studio Paint, DaVinci Resolve

Responsibilities:

  • Established monster worldbuilding inspired by dark human nature and Indonesian culture to deepen relatability to real-life events

  • Created a complete creature lifecycle correlated with the player, worldbuilding, and narrative progression within a 3-act narrative

  • Illustrated 4 monsters and 8 characters using Clip Studio Paint for the character flowchart and creature classification

  • Designed two contrasting narrative plots of mundane investigation and high-tension horror within one progressive story

  • Provided feasible visual references from movie screenshots for blockout, level art, and video editing in post-production

  • Constructed a tailored Beat Chart, Game Beat, Mission Flow, GDD, One Pager, and other document formats usable for future projects

Agate academy: Blacksad under the skin (fan remake)

Concept: Adapted a choice-based video game into an illustrated physical book and Twine prototype as a final project for a Game Development 101 course at Agate Academy

Genre: Exploration, Puzzle, Point & Click, Comic Book, Noir

Production Time: Sep 2023 - Oct 2023

Output: Interactive Twine Prototype, 24-Page Illustrated A5 Booklet (with Numbered Borders), Physical Bookmark / Choice Tracker

Key Features: Branching narrative in printed book, illustrated Twine adaptation, noir black-and-white artwork, instant choice and consequences

Role: Game Writer, Game Designer

Software: Notion, Twine, Clip Studio Paint, Adobe Illustrator, DaVinci Resolve

Responsibilities:

  • Managed an end-to-end 8-day production timeline from initial ideation to physical playtesting and documentation

  • Adapted 53 minutes of 3D video game gameplay into an illustrated 24-page A5 booklet facilitating branching choices and replayability

  • Authored novel-like narrative descriptions for both print and Twine formats while preserving the original game’s noir tone

  • Illustrated key gameplay scenes using Clip Studio Paint and Adobe Illustrator to enhance the game experience

  • Designed a physical choice-tracking system using a custom bookmark and numbered border references on the booklet

  • Conducted playtests and collected user feedback for post-mortem analysis and future refinement of the project

© 2025 Nurhasanah Umar. All rights reserved.