
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

1. Here’s what I was trying to do
To create a story-rich, emotionally charged horror-puzzle game that examines the aftermath of tragedy through the lens of memory, redemption, and cult psychology.
2. Here’s why
We wanted to explore the intersection between grief and belief, and how unresolved trauma can manifest in dangerous ideologies. “NEWFOUNDSONS” is a psychological exploration of a man’s descent into cult leadership, and his path—real or imagined—toward redemption.
3. Here’s what I was interested in achieving
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Evoke empathy for a character who might be perceived as a villain.
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Deliver environmental storytelling that unravels layer by layer, rewarding curiosity and emotional investment.
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Use puzzles as metaphors for trauma, memory, and identity.
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Build a game world that reacts to your discoveries, both visually and emotionally.
4. These are choices I made
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Cinematic storytelling structure: I wrote the screenplay to blend gameplay and cinematic beats into one cohesive emotional journey.
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Thematic puzzle design: Each level’s mechanics reflected the psychological state and backstory of the cult members.
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Dual perspectives: Through letters and flashbacks, players experience not just the protagonist’s story, but the internal world of the cult members.
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Voice and tone: Directed voice acting to maintain emotional consistency and tension, particularly between Luca and his mother.
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Lore-driven artifacts: Designed each prop and puzzle element to contribute to world-building, from hopscotch games to pool tables to a clown’s circus room.
Narrative Design

Environmental Storytelling
Each level is a self-contained narrative, visually evolving as players solve puzzles and uncover backstories.

Narrative-driven Gameplay
Wall frames, pictures, letters, cult rituals, and flashbacks reveal the story through play.

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—angelic music, 7 dead bodies, blue liquid, and Luca waking up disoriented. It’s cinematic, mysterious, and full of foreshadowing. The radio, the mirror, and the cult elements all emerge here.
Best excerpt:
He sees without understanding 7 dead bodies sitting around a table around him. He also sees a bottle of blue liquid and 8 glasses.
Then: static from the walkie-talkie. A female voice.
MOM (V.O.): “Is it really you? Luca? Cazzo!”


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?”


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.

Social psychology - real or imagined - toward 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 beyond words – how memory, guilt, and redemption can echo through every room, every item, every silence. NEWFOUNDSONS wasn’t just a story; it was an experience.
