Belisario-Fosca-W---Newfoundsons---GAME-TITLE

Writer · Narrative Design · Voice Recording Direction

Writer · Narrative Design · Voice Recording Direction

Hippie cult – Social Psychology

After waking up in an abandoned cult compound with no memory, a former theology professor must piece together his forgotten past, guided only by a voice on a radio and the ghosts of those who followed him.

A remote, decaying hippie-cult compound deep in the mountains of Norris Point, Newfoundland. Every room tells a story. Every object is haunted by meaning.

Writing Reflections

Belisario-Fosca-W---NEWFOUNDSONS---BACKGROUND-8
1. Here’s what I was trying to do

To create a story-rich, emotionally charged horror-puzzle game that examines the impact of tragedy through the lens of memory, redemption, and cult psychology.

2. Here’s why

I wanted to explore the intersection of grief and belief, and how unresolved trauma can lead to dangerous ideologies.

“NEWFOUNDSONS” is a psychological exploration of a man’s descent into cult leadership and his real or imagined path toward redemption.

3. Here’s what I was interested in achieving
  • Evoke empathy for a character who might otherwise be perceived as a villain.
  • Unravel environmental storytelling layer by layer to reward curiosity and emotional investment.
  • Use puzzles as metaphors for trauma, memory, and identity.
  • Create a game world that reacts to your discoveries, both visually and emotionally.
4. These are choices I made
  • Cinematic Storytelling Structure: I wrote the screenplay to blend gameplay and cinematic moments into a single, cohesive emotional journey.
  • Thematic puzzle design: The mechanics of each level reflected the psychological state and backstory of the cult members.
  • Dual perspectives: Through letters and flashbacks, players experience the internal world of the cult members, not just the protagonist’s story.
  • Voice and tone: Directed voice acting maintains emotional consistency and tension, particularly between Luca and his mother.
  • Lore-driven artifacts: Each prop and puzzle element is designed to contribute to world-building, from hopscotch games to pool tables to a clown’s circus room.

Narrative Design

Belisario Fosca W - Newfoundsons - Environmental Storytelling Video1

Environmental Storytelling

Each level tells its own story and evolves visually as players solve puzzles and uncover backstories.

Belisario Fosca W - Newfoundsons - Narrative driven gameplay Video1

Narrative-driven Gameplay

Wall frames, pictures, letters, cult rituals, and flashbacks reveal the story through play.

Belisario Fosca W - NEWFOUNDSONS - Branching ending

Branching Ending

Players must make a final choice that defines Luca’s fate: redemption or suicide.

Emotional Lore & Moving Backstory

Emotional letters. A share of trauma, suffering souls, a cult leader and it’s tragic motivations.

Writing pace & tone

Why it matters:

This page immediately sets the tone with angelic music, seven dead bodies, blue liquid, and Luca waking up disoriented. The scene is cinematic, mysterious, and full of foreshadowing. The radio, mirror, and cult elements all appear here.

Newfoundsons - script image - opening scene

Newfoundsons - script image - level 4

Why it matters:

This section is both visually and emotionally surreal. The puzzle is built around a child’s memory, with carnival aesthetics and emotional weight. The letter from “The Clown of the NEWFOUNDSONS” is haunting and tender.

 

Best excerpt:

“Tell me what you thought of the games, will you? I will come early to the dining room for the ritual. Everything must be perfect.”

“I feel healed, and my soul is ready for this journey. I hope you, my NEWFOUNDSONS, are ready as well.”

Why it matters:

The climax. Luca discovers he is Lazarus, the cult leader, and orchestrator of the collective suicide. It’s a devastating emotional turning point with rich VO and a powerful letter to his mother.

 

Best excerpt:

“I am the leader of a cult I created after the incident… The mission, THE LAZARUS DAY, consists of committing collective suicide to bring back the 8 victims of the shooting.”

“This means I will be exchanging places with Ludovika, mom. What a wonderful thing, isn’t it?”

Newfoundsons - script image - ending scene

Belisario Fosca W - NEWFOUNDSONS - Branching ending

Why it matters:

The final moral and emotional decision: live and face the consequences—or end it all. The player is given agency, but it’s deeply rooted in the character’s arc. The mirror, the gun, the voice of his mother—everything builds to this binary choice.

 

Best excerpt:

“I am looking at myself in the mirror and all I see is a monster… I see a shadow behind me.”

[The screen shows two options:] COMMIT SUICIDE or FORGIVE YOURSELF AND LIVE.

MY WORK. MY PASSION.

Belisario-Fosca-W---NEWFOUNDSONS---game-screenshot-1

Social psychology. Real or imagined. Towards redemption.

  • Narrative Design Document: Created to align the entire team on tone, character, lore, and story arcs.
  • Screenplay Writing: Wrote a 19-page cinematic screenplay with VO integration and gameplay scripts.
  • Voice Recording Direction: Led performance sessions for authentic, emotionally driven VO.
  • Environmental Storytelling Design: Crafted level narratives around key emotional and historical beats.
  • Character Profiles: Developed complex cult member backgrounds and ideologies.
  • Lore Writing: Conceived the mythology of the cult, their rituals, beliefs, and tragic motivations.
  • Storyboard for Cinematic: Built a cinematic intro sequence establishing mood, tone, and mystery.

Personal Reflection

This project taught me the power of narrative design that transcends words. I know now how memory, guilt, and redemption can resonate throughout a space, from room to room, and through every item and silence. NEWFOUNDSONS wasn’t just a story; it was an adventure.

Belisario-Fosca-W---Newfoundsons---Environmental-Storytelling-1

The game of life.
Let's play it. Together.

With love, you become fearless.
With Faith, you become unstoppable.