An author turned game developer focused on translating character-driven storytelling and event design into playable, systemic experiences.
CO-DIRECTOR | WRITER | NARRATIVE & LEVEL DESIGNER
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Frightline is an atmospheric horror puzzle-adventure set aboard a seemingly endless train. Players awaken lost and disoriented, with only one path forward, uncovering the truth through environmental storytelling and puzzle-solving
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Platform: PC
Engine: Unity
Project Type: Group Project
NARRATIVE & LEVEL DESIGNER
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TECHNOMANIA is a first-person looter shooter set within a large-scale weapons research and development facility, where players assume the role of a rogue autonomous combat unit. The experience emphasizes structured combat encounters, environmental storytelling, and spatially driven level design.
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Platform: PC & PlayStation 5
Engine: Unreal Engine 5
Project Type: Group Project
GAME WRITER & NARRATIVE DESIGNER
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Plenty of Fish in the Sea is a comedic visual novel with dating-sim elements set in the coastal town of Nataville. The experience blends lighthearted tone with subversive narrative twists, using humor to challenge familiar dating-sim conventions while maintaining strong character focus.
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Platform: PlayStation 5
Engine: Tengine (in-house)
Project Type: Group Project
WRITER
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As a writer, I have several years of experience developing both short-form novellas and long-form fiction. I am the author of Congregates of the Machines: Disconnected Diasporas. The project reflects my interest in expansive worldbuilding, thematic cohesion, and character-driven storytelling—skills that directly inform my approach to narrative design in games.
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Platform: Amazon & Webpages
Project Type: Solo & Group Projects
My name is Roosevelt Obed Arias Ramirez, though I also go by Rose. I am an author first and foremost, with over 20 years of writing experience. I began writing short-form collaborative fiction as part of a creative writing community , where I developed my skills in character-driven storytelling, long-form narrative arcs, and collaborative worldbuilding.
I later transitioned into original fiction, developing a sci-fi fantasy action-adventure series titled Congregates of the Machines: Disconnect Diasporas. Drawing inspiration from many of the games that shaped me creatively, the series reflects my passion for dynamic worlds, layered characters, and high-concept storytelling.
As I observed younger audiences engaging less with traditional novels and more with interactive media, I made a deliberate decision to bring my writing into games. I applied to PlaygroundSquad (PSQ) as a designer, initially studying level design before discovering that my strengths and long-term focus lay in game writing and narrative design. While I retain experience in level design, my primary drive is crafting stories, characters, and interactive narratives that resonate within gameplay systems.
I am the black guy, trust!