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NANVYU GAMES

Stories in which every choice matters.

Different worlds. One approach.

Nanvyu Games is an author-led concept for an independent game studio. Four projects explore freedom, uncertainty and the consequences of human choice.We connect narrative design, game mechanics and art direction. Stories unfold through the player’s actions, while environments reveal what words leave unsaid.This portfolio brings together educational and authorial work, proposed redesigns and new game concepts. Each project is presented at its actual stage; concept art and interface proposals are labelled accordingly.

Explore. Choose. Feel.

Reward curiosity. Give choices consequences. Make atmosphere part of play.

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Four ways into a story.

HIDDEN SPECTRUM — A corporate dystopia about identity and control. Proposed redesign and art direction.SACRIFICE — Interactive fiction about Roman gladiators, loyalty and the price of freedom.BEYOND THE LIGHT — A science-fiction expedition built around exploration, resources and vehicle recovery.THREADS — An authorial 2D narrative concept about changing the bonds between people.

01 / HIDDEN SPECTRUM

Who are you if the system decides whether you exist?

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A person. A record. A disappearance.

A brother searches for his missing sister in a society where corporations control identity, access and movement. Every trace leads back to a system that can rewrite a person’s place in the world.To follow her trail, he must question the records everyone else accepts as truth. Human loyalty comes into conflict with institutional control.The central design question: how can the rules of digital identity become both an obstacle and a tool for investigation?

Borrow an identity. Change your options.

Read a profile → Assume a role → Gain access → Face new restrictions.

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Control has a shape.

Monumental corporate architecture reduces the individual to a small silhouette. Cel-shaded forms, cold concrete greys and deep graphite shadows define the proposed visual direction. Red is reserved for surveillance, warnings and the system’s intervention.The identity mechanic is a redesign proposal: a borrowed profile opens some routes while restricting others. The challenge is to make permissions readable without removing uncertainty from the investigation.Visual development shown here is AI-assisted concept art. It is not a gameplay screenshot, and the proposed mechanic is not presented as an implemented feature.

02 / SACRIFICE

Freedom has a price. A narrative text game about Roman gladiators and consequential choices.

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The arena is only the beginning.

The path to freedom runs through decisions made under pressure. Survival, trust and loyalty can pull a gladiator in different directions.The narrative asks a harder question than who wins a fight: what are you prepared to lose in order to become free? Each choice should carry emotional weight as well as a practical consequence.SACRIFICE is presented as a narrative text game. The accompanying historical illustration is new AI-assisted concept art, not a screenshot from the playable work.
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One choice. More than one cost.

NARRATIVE DESIGN / ILLUSTRATIVE BRANCHING MODELA DIFFICULT OFFER ↳ Protect an ally → Trust deepens → A later opportunity may close. ↳ Pursue freedom → Progress becomes possible → A debt may remain.The same decision can influence several values at once. Delayed consequences allow earlier choices to return in a new context, while different routes can converge on a shared event.This is an explanatory design model, not an extracted map of the playable game.

03 / BEYOND THE LIGHT

The further you go, the less you know.A science-fiction adventure about an isolated research expedition. The team explores an unfamiliar landscape, gathers resources and restores its all-terrain vehicle. As the route opens up, the expedition leader’s hidden motives begin to surface.FOCUS / Exploration, resource systems, excursion design and UI/UX.The accompanying illustration is an AI-assisted concept-art direction, not a gameplay screenshot.
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Repair the rover. Question the mission.

An external objective gives the expedition a clear structure: recover mobility and find a way forward. Gathering materials makes repairs possible; each repair enables further exploration.A second layer develops through the team’s discoveries. What initially appears to be a practical survival task becomes a question of trust: whose goals does the mission really serve?The design connects environmental exploration with narrative revelation. Progress changes what the player can reach and what the player understands.

Progress is a return journey.

CORE GAMEPLAY LOOPSCOUT → GATHER → RETURN → REPAIR → UNLOCKScout a route and identify useful sites. Gather resources within the constraints of the excursion. Return to the expedition and use the materials to restore the rover. Repairs open new territory, where discoveries begin another cycle.Every trip should bring back something meaningful: repair materials, knowledge of a route or a clue about the expedition. Resources enable movement. Movement reveals the story.

How far is far enough?

EXCURSION SYSTEM01 / PREPARE — Choose a route, consider equipment and reserve carrying capacity.02 / EXPLORE — Read the environment, investigate landmarks and prioritise useful resources.03 / DECIDE — Continue toward the next unknown or protect the value of what has already been gathered.04 / RETURN — Bring materials and knowledge back to the expedition.An excursion should create a rhythm of anticipation, discovery and commitment. The system study focuses on understandable constraints and meaningful decisions about returning.
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Clear action. Visible feedback.

UI / UX DESIGN PROPOSALDISCOVER → INSPECT → TRANSFER → CONFIRMA resource interaction should show what was found before asking the player to move it. One clear primary action transfers the selected contents. Updated capacity and a visible confirmation explain the result.The inventory should distinguish the world’s cache from the player’s carried items, and make the next step readable without competing with exploration.This is a proposed interaction flow. It is not presented as a validated usability result or an implemented interface.

04 / THREADS

Other lives. In your hands.An authorial concept for a narrative 2D game. In a world where people’s destinies are connected by invisible threads, a heroine can see, break and reweave those connections.Intervening in one relationship changes events and possible endings. A seemingly helpful action can reshape another person’s story in an unexpected way.STAGE / Game concept. The accompanying illustration is AI-assisted concept art.
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Change a connection. Change a story.

REWEAVING FATE / MECHANIC CONCEPTSEE — Reveal the threads connecting characters and interpret their relationships.BREAK — Sever a bond, changing the events or support that connection makes possible.REWEAVE — Establish a different connection and observe how the surrounding stories respond.Relationships become a system the player can manipulate. The consequences are not fully predictable: the challenge is to decide when to intervene and when to leave a bond intact.
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A world drawn by fate.

VISUAL DIRECTION / DARK ILLUSTRATED FAIRY TALELayered silhouettes and paper textures create a world inspired by shadow theatre and book illustration. A nearly monochrome palette lets bright red threads become the clearest visual signal.One master concept establishes the heroine, forest and distant settlement. This shared visual reference keeps the character, environment and red-thread motif consistent as the concept develops.All newly created images are concept art. THREADS is an authorial concept, not a released game.

Every world starts with a question.

Nanvyu Games brings together my educational and authorial work across game design, narrative systems, game mechanics, UI/UX and art direction.GAME DESIGN — Turn a premise into goals, rules and a meaningful player journey.NARRATIVE SYSTEMS — Connect decisions with consequences and let relationships shape events.UI / UX — Make actions, constraints and feedback legible.ART DIRECTION — Give each world a coherent visual logic.This conceptual studio is an invitation to develop stories and systems with publishers, developers and creative partners.Let’s create worlds worth exploring.
NANVYU GAMES
Project created at 30.10.2026