EPIC MEGAJAM 10:

"Matsuri"

Matsuri is a strategy management game where you protect a procession of pilgrims through Yokai haunted locations. Uncover abandoned spiritual sites and grow your influence to gain favor. Cleanse the entire garden to permanently safeguard the shrines.


Matsuri was made during the 10th edition of the Epic Megajam 2025 and won in the special category: "Use it or Lose it."


Credits: Daniel Torkar, Gerben Pasjes, Jérémy Diederich, Niels Leenders, Steff Kempink, with Meryem Yarba for music and sound effects. 


NARRATIVE DESIGN & WRITING

FOR MATSURI

Overgrown and worn with time, your shrine stands along a forgotten path in an ancient forest. When brave young travelers asks for help, you – the Tanuki, a trickster spirit of joy and celebration - awaken from your slumber. Now, every season, you protect travelers from the dangers within the mist. 


For Matsuri, I was responsible for the Worldbuilding, Character Development, Dialogue, and Quest Writing. Read the work below.


MATSURI: script

FRACTURED SUNRISE:

ENTREE GLOBAL GAMEJAM 2020

As an entry to the Global Game Jam 2020, Fractured Sunrise was made with the subject Fractured. In the top-down "Drift and Clean," you play as the robot vacuum, "TAANGO". From the window of the highest tower, you see the futuristic city where the sun never sets.


Clean each room, speak to the other smart devices, and find out what happens to your owners while following the voice of the Home AI assistant, ALINNA. 


Play: Fracture Sunrise on itch.io



NARRATIVE DESIGN & WRITING:

FOR FRACTURED SUNRISE

As the Narrative Designer within the collective, I was responsible for: Worldbuilding, character development, designing the Narrative Systems, and core mechanics.


As the Game Writer I delivered: Dialogue writing, the Questlines, and maintaining the story's consistency throughtout the game's progression. Read the material below:


Fracture sunrise: script


RIFT DRIFTERS

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PLAY: ...

RIFT DRIFTERS

Story Delopment

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LUDUM DARE 39:

"Murder on 39th Street"


For the 39th editing of the Ludum Dare game jam. The theme: "Running out of power" is translated in the definition of time on 39th Street. With each draining percentage a day passes. Murder on 39th street ended up winning 7th place in the overall rating, even 1st place for the "Innovation" category. 

Gerben Pasjes: Art and Narrative, 
Robin Zaagsma : Programming, 
Niels Leenders: Narrative, 
Steff Kempink: Content, 
Sander van Zanten: Sound Design.

Murder on 39th Street:

Story Summary

Murder on 39th Street is a murder mystery that utilizes your devices battery. You, Heather, has been murdered at the start of spring. You have time until the end of Winter to collect clues and find out who murdered you. Your device's battery level determines the in-game time. Come back when your device is lower on power to progress in the story, or charge your device to go back in time!


THE RITUAL OF DEATH:
A revision of the Egyptian myth

As a personal exercise I designed props and characters based on the ancient Egyptian ritual of death. Where Thoth, the god of knowledge, and Anubis, the God of Death, weigh a person's soul to determine if they deserve passage to the here after. 

For inspiration, I researched traditional Egyptian clothing, craftsmanship and symbolism and applied it to objects associated with the ritual of death. 

PERSONAL WORK

Not only written text interests me greatly, but I think the matter of execution of the story, is just as important. By exploring the visual medium myself I believe I gain a better understanding of the ways stories can be told through games and other media.