Portfolio
My name's Stanley. I'm a narrative-driven solo dev looking for weird and wonderful stories to tell through weird and wonderful means of ludomancy. Most of those stories are mine, and are usually satirical, horrifying, or queer, and sometimes all at once.

I'm engine-eclectic, and my key skills are: Contact for CV >>
Games
Announced Dark Pictures Anthology Project
Supermassive Games; UE4/5 + Blueprints
Responsibilities:
- Cinematic design & implementation
- 3D Level design
- Puzzle design
- Mechanics prototyping & pitching
- Encounter design & AI scripting
- Whiteboxing
- Documentation writing & briefing

Tools & Skills:
- UE4/5 + Blueprints
- Console + PC development
- Bespoke visual scripting
- Rapid iteration
- Complex narrative systems
- Inter-discipline communication & briefing
- Design review and feedback
- Team coordination
Unannounced Dark Pictures Anthology Project
Supermassive Games; UE5 + Blueprints
Responsibilities:
- Pre-production
- Mechanics prototyping & pitching
- Documentation writing

Tools & Skills:
- Rapid iteration
- Paper prototyping
- Complex narrative systems
- Design review and feedback
Self-Published (Solo dev); Videotome:ADV + JS
Responsibilities:
- Director
- General designer
- Writer + narrative designer
- Programmer + scripter
- Producer
- QA

Tools & Skills:
- Electron + Node.js
- HTML + JS
- Bespoke scripting languages
- Semi-linear narrative systems
- Non-blocking dialogue choices
- Engine hacking and modification
- UI programming
- Steam distribution
- Team leadership
- Project management

A semi-linear visual novel, telling the story of a queer love triangle between three terrible men, dealing with themes of police brutality, poverty, and imbalances of power in relationships reflective of society at large. Developed solo, with collaborators brought on for art and audio design. Chapter 1 featured in Indiepocalypse #34.

The entire narrative is built around non-blocking choices, meaning the player could technically progress through the entire game ignoring every single dialogue option, while still telling a satisfying interactive story with one major ending and four epilogues.

Play the demo in-browser here.
Self-Published (Solo dev); Twine + JS
Responsibilities:
- Director
- General designer
- Writer + narrative designer
- Programmer + scripter
- Visual/UI designer
- Producer
- QA

Tools & Skills:
- Twine + JS
- Non-conventional control schemes
- Complex narrative systems
- Branching dialogue
- Probability scripting
- Team leadership
- Project management

A branching psychological-horror experience using real-world dice, which progresses the player through a test based on how truthfully they report their rolls, dealing with themes of unchecked technological advancements of AI, how to quantify humanity, and the relationship between physical and digital mediums. Developed solo, with collaborators brought on for audio design.

Based on how close the player rolls to a standard distribution of a d6, the narration dynamically changes, making the player wonder if they should start lying about their inputs for a different outcome. The winning path is to not input any rolls at all, as the script running the test becomes increasingly desperate to get any data from the player to use and exploit.

See the narrative branching for The Dice Test here.
Interactive Fiction
Solo dev; Super Videotome
Tools & Skills:
- HTML + JS
- Semi-linear narrative systems
- Bespoke scripting languages
- Non-blocking dialogue choices
- Low-spec cinematics
- Engine hacking and modification

A hyper-violent/psychological-thriller visual novel following someone discovering they're immortal, and immediately being put under government employment and surveillance, dealing with themes of grief, fears around death and/or living forever, and being thrust into a community you share an inherent common trait with, while not truly connecting with them. Content warnings recommended.

The key mechanic of CHILDREN OF HELL revolves around the player never actually seeing what their dialogue choices will say, creating a level of detachment between them and the POV character, Kestrel. The player has to estimate what Kestrel would say when they decide to make them speak, and if that's a good idea in the first place. In combination with being able to click through every choice to see more of the conversation, it creates an experience where the player can be either a passive observer in the world or an active participant, which influences which branches the story hits.

Watch the system in action here.
Solo dev; Super Videtome
Tools & Skills:
- HTML + JS
- Branching narrative
- Bespoke scripting languages
- Non-blocking dialogue choices

A psychological-horror visual novel, following someone going through the same Christmas motions at the Manchester Arndale, slowly dissolving into the mundane and mystic terror of being British in the 2020s, based on the book of the same name. Featured at the 2023 WASDLive Curios selection.

Read about the narrative systems and inspiration behind ENGLAND ON FIRE here.
Solo dev; Bipsi + Ink
Tools & Skills:
- Bipsi/bitsy
- Ink
- 2D level design
- Character-driven narrative progression
- Low-spec cinematics

A cosmic-horror narrative game, bordering between adventure game and interactive fiction, following a group of explorers in a city they can't find a way out of. An exploration of classic cosmic horror, and later a genre inversion whilst still keeping to the spirit of it. Featured in HES Mixtape Vol. 4 & 5.

The Sun Doesn't Shine Here was a narrative constructed around the idea of putting narrative branching almost entirely on character relationships, while still hitting the same level locations on each run. Certain lines are only played when at a high or low enough relationships, making the replayability based on trying different conversations to see their results. The ending is broken into several sections based on the final relationships with other people, technically allowing 72 combinations of the same ending events, for very little actual development time.
Solo dev; Ink
Tools & Skills:
- Ink
- Thematic narrative structure

A protest piece made for a jam with "no politics" as a rule, exploring how impossible it is to create any media that truly has no politics in it, and the inherent privilege in being able to declare oneself as apolitical.
Solo dev; TextureWriter + JS
Tools & Skills:
- TextureWriter + JS
- Engine hacking and modification
- Minimalist visual design

A motion-driven interactive fiction about someone getting nose bleeds as a metaphor for neurodivergent experiences, and how neurotypical society reacts to it. Ranked #27 in IFComp 2022.

Nose Bleed came about after being tasked with making a game in TextureWriter for a workshop, in which I decided to build a narrative around a set of mechanics already available. The engine has a unique mechanic based around dragging and dropping words to advance, which I built into by having the player's nose bleed drop from the cursor (their "hand", as they try to wipe it away), causing them to spread blood across the screen as they progress. At certain points this makes the text hard to read, meaning they need to be even more cautious while they're dragging words to advance as it gets progressively worse.
Prototypes & Demos
Solo dev; Unity (video demo)
A deep dive into Unity made as an experiment in mimicking mechanics and game progression of the mainline Touhou Project games. Systems made from scratch in C# include bullet controllers, level streaming and progression setup, linear dialogue systems, player movement and attack styles, basic particle effects, and save data. Made solo, with collaborators brought on for the OST.
Prototype; UE5 (video demo)
A short prototype mimicking game mechanics found in cinematic games, particularly Supermassive Games' Dark Pictures Anthology, prodcued prior to my interview for the role of Designer at the studio. Experimenting with 3rd person controls and cameras, level cinematics + sequencer, blueprint scripting and implementation, lumen lighting, and level blockouts.
Design Documents
Level pitch; 1.9k words, 7 pages
A first-round paper pitch of a level redesign from the PS2 arcade flight simulator Sky Odyssey, including a breakdown of the original level, and a redesign trying to hit the same beats and tone as the original, following modern game design practices. An exercise in trying to look objectively at a game I have an immense amount of nostalgia and love for.
GDD; 2.3k words, 8 pages
A GDD of Jamie Ahman and the Mystery of Walker Vale, a narrative-heavy text-based RPG, where the player has to solve a paranormal mystery around a sleepy Cheshire village.

The crux of TMoWV hinges on a "paradox mystery", where there are two plausible solutions, determined by the player's choices and clues they find, which feeds into a meta-narrative the game is constructed around.
GDD; 3.1k words, 10 pages
A GDD of Oasis Hotel, dark comedy/surrealist/psychological-horror hotel management sim, where the player runs a hotel in a podunk desert town as the Manager, amnesiac after a car crash. The player checks in hotel guests, keeps them happy through "mundane" tasks, customises guest rooms, expands the hotel with new rooms and amenities, and finds out more about the town and the bonkers citizens that inhabit it.

Oasis Hotel's economy systems are intentionally easy to exploit, with the game being a satirical deconstruction of the tycoon genre and how it always encourages infinite growth. The primary narrative branching is based around how much of the town's amenities the player replicates as shops and facilities in the hotel, killing off the original businesses.
Fan Games & Mods
A modification of the Videotome:ADV engine adding new functionally and extending current features, originally built for the Steam release of Quinn & Flynn, modified for general use for other developers. Later recommended as the definitive version of VT:ADV over the last developer release.
Solo dev; bitsy
A fan bitsy game of The Stanley Parable.
Solo dev; Narrat
A fan visual novel expanding on briefly alluded to events in Len'en Project.
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Games
Interactive Fiction
Prototypes & Demos
Design Documents
Fan Games & Mods