As the lead narrative designer of Jagged Alliance 3, I was one of the key figures in its development. My responsibilities included:
World building and concept work for the majority of NPCs, factions, maps, story lines in the game
Driving the development of the narrative tools such as the dialog system, banter system etc.
Design and writing of the majority of quests and dialogs of the game, custom interactables, story outcomes
Concept, design and writing of standalone narrative systems such as the intro character test, and the outro sequence used for delivering the ending
Scripting of the majority of text content in the game, such as dialogs, banters, interactables, using the proprietary tools of the Haemimont Games' engine
Supervision over the whole pipeline of content implementation - creating detailed assignments for scripting of complex quests, combat, items and standalone systems, and making sure they are properly implemented
Management of the editing process - tasking content for editing, revision of the delivered work, providing feedback
Design and writing of a couple of DLCs, as well as driving the implementation of one of them that is already released
Collaborating and aligning on the creative vision with the leadership on the project
I took part in the production of all Surviving Mars DLCs that were developed by Haemimont Games. As game designer and writer, I was involved in the creation of significant gameplay and narrative aspects.
Design, writing and scripting of multiple story bits (small narrative events that offer choice) in DLCs Space Race and Green Planet
Design and Writing of the Diplomacy feature in DLC Space Race
Design and balancing of various game systems, such as the meat food balance in DLC Project Laika
Even though I joined the development of Surviving Mars in its conclusive stages, I have contributed as game designer and writer to the development of key features, such as:
Design and implementation of the StoryBit system and its narrative tools
Design, writing and scripting of multiple story bits
Supervision on the production of modding tools
Implementation of sample mods
My second board game - A Place in the Sun, was successfully funded on Kickstarter and delivered on time to its backers. As lead designer and producer, I was involved with the development of all aspects of creation and monetization of the game:
Creative direction, game design and writing of rules and promotional texts
Supervision of the production of art assets (illustrations, interface, icons etc.) and management of a team of 11 artists
Organizing the testing and feedback process
Creation and management of a Kickstarter campaign page
Pre-print graphic design
Management of printing and delivery of the games to the backers
Bright Future was the first modern Bulgarian board game, and its example was followed by dozens of other developers by now.
It was funded on Kickstarter, printed and delivered on time.
As lead designer and producer, I was responsible for most aspects of its development:
Creative direction, game design and writing of rules and promotional texts
Supervision of the production of art assets (illustrations, interface, icons etc.) and management of a team of 4 artists
Organizing the testing and feedback process
Graphic design of some promotional materials
Management of printing and delivery of the games to the backers
I am one of the leading figures and trendsetters in the Bulgarian LARP community. Ever more interested in the gameplay than the roleplay aspect of live action games, my designs have been exploring the possibilities in an area where the player's agency is extended almost beyond the reach of the game master.
2009-2022: Offering a blend of military simulation, rules that induce immersion, and software specifically developed for in-game quests, the Stalker LARP game series have been the most anticipated postapocalyptic events in Bulgaria for more than a decade.
2021-2022: The ModuLarp system is a novel attempt at creating a set of expansive and flexible rules that facilitate easier design of immersive games while rewarding player involvement.
Developed and organized multiple other live action games over the years, often introducing novel concepts, such as the social/story driven event the Spring Ball of don Delgado (2010) and the emergent narrative game Crossroads (2022).
Delivered lectures on LARP game design at international PoRtaL conventions in Kyiv (2019) and Athens (2021).
Some of these projects are featured in the monographic study "LARP Culture: Between and Beyond" by Angelina Ilieva, Asst. Prof., PhD - Media and Cultural Studies, published by Institute of Ethnology and Folklore Studies with Ethnographic Museum, Bulgaria.
⤷ Click this link to open the study at the website of CEEOL