Ink of Light

Writer, Narrative Designer, & Game Designer

I’m a writer, narrative designer, and game designer with a deep love for meaningful storytelling. My work spans across narrative and gameplay design, writing dialogue and scripts, building worlds and creating character arcs, crafting puzzles and levels, composing story-rich environments, and directing cutscenes and camera work. I also manage project documentation when I’m in a position of leadership.
Overall, I specialize in connecting stories, mechanics, and fun to create emotionally rich and entertaining experiences!
I’ve taken on pixel art recently! All pixel artworks on this website are created by me unless credits say otherwise. Artworks (I’m proud of) will be continuously posted here, too.



Games




Pixel Art


More coming soon!



About


Hello! I'm Light. I'm a writer and narrative designer with a great passion for games and storytelling. Ever since I was a little kid, I have been mesmerized by games. They were fun and enjoyable: playing a game meant diving into a different world as a different person. As I grew up, I began grasping the nuances of the beauty of a game world. Each game has its own universe. The environment, the characters, the story. It's all there waiting to be explored. It's like a second life with so many possibilities and so many waiting experiences. The deeper that universe goes, the richer those experiences get. Story-driven games have stolen my heart for that reason. While it may be "just a game", the feelings that are evoked are very real. I care about creating games and stories that are just as moving. I want to write immersive and emotionally significant stories that make players feel when they play the game. I want to touch their hearts, stir emotions, and leave them with a beautiful memory. There are so many stories to be told, and my pen is burning to write them with an ink of light.



Contact



Black Chemistry

Black Chemistry is a 3D survival horror game that has been in development with a self-assembled team of indie developers. It is currently on hold due to external factors and revisions.

I started the project with my best friend: I was the writer and he was the programmer. Later on, I recruited more people who could join us to realize our vision. As the Game Director, it was my responsibility to lead the team and manage the project. To ensure everything was well-managed, I created a comprehensive GDD (game design document) detailing the vision and scope of the game in a structured manner. My friend and I also created Trello boards (a backlog, planning board, and end log) that contained all our tasks. And to ensure smooth communication, we managed a Discord server with separate channels in which I was the main contact point.


Besides that, I was, first and foremost, also the creative lead and main designer: overseeing the overall vision of the game and steering the other departments (sound, UI, VFX) while also directly contributing to specific design elements. I crafted the story, narrative, world, and characters while also writing scripts for cutscenes and character inspection prompts. The game makes use of a premade environment asset, a horror mansion, but I was responsible for rearranging and composing the environment to ensure it would fit Black Chemistry’s world and contribute to the narrative. I additionally created the animations and animation (Timeline) cutscenes, which were done in the Unity game engine. Lastly, I designed the gameplay mechanics and puzzles in the game, for which I also closely communicated with the programming team to discuss viability and provide them with instructions.

The document provided is the one that was used during development. It is therefore unaltered except for a few redactions or comments.

A special, timed escape room puzzle based on logical deduction, environmental clues, and immersive restrictions. All while maintaining narrative and emotional stakes!

Love, Dilemmas, & Sacrifice

Black Chemistry is a story of love, dilemmas, and sacrifice. A desperate father wants to save his one and only daughter from death—a predicament that he himself unconsciously inflicted on his daughter through years of neglect. This is his only chance to set things right, to give his daughter what she deserves: a life full of love. With her fate hanging by a thread, he can’t sit idle. When method after method doesn’t work, he feels he has no choice but to take drastic measures. The cure he’s looking for is human-made. Or rather... human-bred. Experiments, trials, and tests—the Doctor has no issue conducting any of these given his chemist background. The only issue lies with his conduct... but who cares about the means, when the end is noble? All these people were taking their lives for granted anyway, that makes it a little more justified to use them for the greater good of granting life to someone who will care, right?Everything comes at a cost.Jeanne realizes this cost when she and her sister have been abducted for this very plan of the Doctor. She wakes up in his mansion with her sister nowhere to be found, but she soon figures that her sister is in danger. Navigating through an environment full of mystery, threats, and chemicals, Jeanne has to create the antidote that will find and save her sister... but not without sacrifices. How far will you go to save the one you love? Where do you draw the line?


Map

This is a visual representation of the mansion's layout. It details all the pathways between rooms and locations of items, interactable objects, and documents in a room. Areas are also broken down by the type of puzzle (earth, fire, air, water, metal) and marked with their respective colors.

The flowchart provided the entire team with a handy layout of the mansion. If members needed information regarding a particular room or interaction, they could find that through a simple search of the keyword. This is more convenient than searching through the text in the Story or Interactions documents, especially when such topics aren't of direct concern to that member or department.

For programmers specifically, the flowchart aided their workflow by quickly telling them about the purpose of an item, interactions between items, objects, and locations, and triggers in event sequences. If the programmer then wished for more information, they would consult the Interactions document.


As for me, the writer, and the story, the map was particularly helpful in identifying holes in the narrative or gameplay flow. Especially with some of the puzzles being interdependent, the connections between rooms and items must follow a logical order. Furthermore, a visual overview also helped to determine if there was too much activity in one room. I could easily re-design the distribution of items or events in a room for balanced gameplay.

Arrows connecting different parts of the puzzles.

Example of item overviews in a room.

Visual representation of an event sequence.


Animations

Below are most of the animations I did for Black Chemistry. The first three are (early draft) cutscenes that I made with Unity Timeline.


Script

Scripts for the three scenes in the Prologue, made in Scrivener.

Part 1 - Full Script


Part 2 - Full Script


Part 3 - Full Script


Matchmaking for Ghosts

I'm currently collaborating with a team on a fun visual novel called Matchmaking for Ghosts, which features speed-dating between eight characters. My roles include assisting with game design, creating character profiles, and writing dialogues for numerous character pairs.

Character profiles currently unavailable to preserve the game's mystery :)

Mix, Match, & Bond

Matchmaking for Ghosts is a visual novel with a ghostly twist on love. Featuring eight characters, these spectres are enrolled in Death’s matchmaking program for one last chance at forming a meaningful, soul’s deep bond—something they failed to achieve in their mortal lives. Apart from their eccentric personalities, each of these characters has a unique aura that characterizes them. Wrath, Valor, Regret, Desire... This eclectic bunch makes for interesting matches and unexpected revelations, resulting in dialogue that’s full of humor, charm, and lightheartedness—all while blending it perfectly with sobering themes and emotional depth. Each speed-dating round deepens these characters’ personalities and the pair’s relationship until the moment of truth—a match or no match depending on your previous choices. What route shall it be?Choose, date, and match on this ride of transcendent love~


Pristellia

This game unfortunately only reached the early development stages. Nonetheless, I created a promising world and lore for this game, as well as rich characters and an introductory storyline and narrative, which I'm proud to show.

Ego, Chaos, & Justice

A thief will only ever care about themselves. In a world so broken and unfair, who can blame them? Through her escape after a heist, Nova stumbles into an unfamiliar town. Bright and glamorous by day, but fraught and horrifying by night. She gets infected with dark Lumin, a malicious type of energy, and is trapped within the gates until she finds the cure......which so just happens to be a source of power that everyone is after. The Core of Radiance, the source of Lumin, is the key to both salvaging and destroying this town.Who cares about this local war between good and evil? Nova doesn't. She just needs the cure. She didn't ask to be entangled in some petty affair....Yet, as Nova uncovers more about the town's history and spends more time with its people, compassion tugs at her heartstrings. These people are helpless. It's just as unfair. She has the chance to make a difference... will she take it?It wouldn't be easy. The woman responsible for this mayhem, Rhea, has her own quest for justice: use the Core to open every realm and free every creature from those dimensional shackles. That is complete unity. That is complete justice for all.Nova's justice, the town's justice, Rhea's justice.. Which deserves to triumph?It's all about perspectives. Will Nova be a hero? Is Rhea the villain? Who is right, and who is wrong? What is true justice?


BladeDash

BladeDash is a pixelated roguelike/roguelite game focused on slash-and-dash gameplay that I'm currently collaborating on! As the Narrative Designer, I've created a simple yet intriguing world complete with lore, character background, and storyline while staying within the small scope.

Will, Deceit, & Truth

BladeDash follows the story of XEN, a rebel in the city Q-311 who refuses to be conscripted for the government’s military service program in the war against the city Virtus. Escaping collective duty isn’t so easy, however. Troops are sent to collect you: police, soldiers, agents. It’s your mission to fight through them and protect your personal freedom and safety—the combatant conversion program is a one-way ticket to becoming a mindless puppet for the government’s use. But more than rebelling, civilians have placed their trust in you to stop the government altogether. Your mission expands, but you’re just as determined.Each fight reveals more about the sword-fighting rebel XEN, each level reveals more about this ambiguous governmental war. The truth becomes clear at the end of the mission. Can you make it?