Abstract background representing worlds and meaning

I build worlds. I craft meaning. I make people care.

Narrative Director · Story Architect · Creative Consultant

Every game, every brand, every story has a heart. Sometimes it beats loudly—sometimes it just pulses beneath the surface. My job is to find it. And make the world hear it.

What I Do & How I Think

“Stories are how humans think. Worlds are how we remember.”

Narrative is not a line—it's an architecture of emotion. It's not about making the player 'understand' the story, but about making them feel it, even if they can't name it. I build such systems: stories that guide emotion as naturally as breath guides rhythm.

Game Narrative & Worldbuilding

I create worlds that breathe. I don't start with the plot, but with the rules of existence—why something is possible and something else is not. This gives birth to immersion, authenticity, and emotional truth.

📍 Result: the player feels they are not the hero—but a part of the world.

Creative Direction & Brand Storytelling

Every brand has a founding myth. Sometimes it's the story of a product. Sometimes of a person. I help companies find this narrative and give it structure: from the tone of communication to visual metaphors.

📍 Result: a brand that isn't talked about—but thought about.

Story Consulting & Education

Storytelling is not magic, it's a craft. I run workshops and mentoring for people who want to master the language of emotion, rhythm, and meaning.

📍 Result: a team that doesn't just tell a story—they live it.

Case Studies

“Stories are not told. They are designed.”

Every project is an experiment with meaning — from a game to a brand. Below are selected case studies that show how a narrative system can change emotions, behaviors, and decisions.

BEAST: False Prophet

Steam · PC · 2023 | False Prophet (Warsaw)

BEAST: False Prophet

"I didn't want the player to know they were doing wrong. I wanted them to feel something changing within them."

Challenge:

How to tell a story about guilt and redemption without the words "good" and "evil"?

Solution & Insight:

"The goal was to create a game where morality is not binary, and emotions arise from the consequences of tactical decisions, not dialogues. The player must feel the weight of their actions, not just read about it."

  • Designed a "Sin" system that mechanically linked moral choices with gameplay consequences.
  • Created a branching narrative where choices subtly altered the world and character relationships.
  • Wrote a script where the most important things happen in the subtext, forcing the player to interpret.

Impact:

  • Metascore: 78, with praise for its mature and dark narrative.
  • Over 85% positive reviews on Steam, with players highlighting the unique atmosphere and moral depth.
  • Nominated for "Best Story" at the Digital Dragons Awards.
BANSHEE: Demon Girl (in development)

Goal: A new IP about silence and sin. | Showcase: Tokyo Game Show 2024

BANSHEE: Demon Girl (in development)

"Silence is also a message. In Banshee, the player learns to speak with silence.”

Challenge:

How to create emotion from silence — a narrative that happens when the player says nothing?

Solution & Insight:

"In many cultures, especially Japanese, silence is a form of communication. In games, we tend to fill every moment with action or dialogue. Banshee explores the power of restraint."

  • Developing a "Silence as a Mechanic" system, where withholding action or speech has narrative consequences.
  • Designing a world inspired by Japanese aesthetics and European folklore, where atmosphere tells the story.
  • Creating a non-linear plot where the player discovers the story through exploration and observation, not exposition.

Impact:

  • Positive reception of the first teaser at Tokyo Game Show 2024.
  • Interest from publishers in the innovative approach to narrative.
  • Building a community around the mystery and unique artistic style.
Xeper.io – AI-Driven Gamification Platform

AI Gamification Platform for employee motivation

Xeper.io – AI-Driven Gamification Platform

"AI can replace the language of rewards, but it can never replace the language of meaning.”

Challenge:

How to design an AI system that motivates users not with points, but with meaning?

Solution & Insight:

"Intrinsic motivation is stronger than extrinsic. An AI can become a mentor that helps discover meaning in tasks, rather than just a tool for awarding points."

  • Designed a narrative architecture where the AI adapts its communication style to the user's personality archetype.
  • Created a system of "quests" that framed professional tasks as elements of a larger, meaningful story.
  • Developed a model for generating personalized feedback that refers to the user's long-term goals.

Impact:

  • Increased user engagement by 40% in pilot implementations.
  • Positive feedback from users who appreciated the "human" aspect of AI communication.
  • The platform was acquired by a larger technology company.
Mood Nook – Design Through Emotion

Interior Design Brand

Mood Nook – Design Through Emotion

"Calm is a product – you just have to know how to design it.”

Challenge:

How to build an interior design brand that communicates not a product, but a mood?

Solution & Insight:

"People don't buy furniture; they buy the feeling that furniture gives them. The brand's story should be about designing emotions, not just spaces."

  • Created a "mood-based" communication strategy instead of product-based.
  • Developed a series of content (articles, social media) that told stories about how space affects emotions.
  • Designed a customer experience where the selection of products began with a conversation about feelings, not colors.

Impact:

  • Increased brand recognition in the premium segment.
  • Double-digit growth in sales of collections promoted through storytelling.
  • The brand became a synonym for "emotional design" in the industry media.
Sniper Ghost Warrior Series

CI Games

Sniper Ghost Warrior Series

"We play war games for the adrenaline, but we stay for the guilt.”

Challenge:

To make a military-psychological narrative believable within a sandbox structure.

Solution & Insight:

"A soldier's drama isn't about the spectacular shots, but about the moments in between: the waiting, the doubt, the moral cost. The sandbox should be a space for these emotions."

  • Introduced non-linear personal missions that explored the protagonist's psyche.
  • Wrote dialogues and environmental stories that built a sense of a world tired of war.
  • Redesigned key plot moments to focus on the consequences of violence, not just its spectacle.

Impact:

  • The series evolved from a simple shooter into a more mature narrative experience.
  • Positively received by players who appreciated the deeper story layer.
  • Strengthened the IP's position in the competitive tactical shooter market.

Contact

Let’s create something worth remembering.

If you have a game, brand, product, or project that needs a story with a soul—get in touch. I'll help you find the tone, rhythm, and meaning.

contact@piotrpacynko.com·

Warsaw / Remote EU