Introduction
My narrative work explores how story can emerge through space, perception, and player experience rather than dialogue alone. Across my projects, I design narratives that are discovered, felt, and interpreted by the player. Whether through cosmic exploration or sensory distortion, my focus is on creating meaningful worlds where gameplay and storytelling are inseparable.
Sensitive
Sensitive is a narrative VR experience built around the progressive loss, distortion, and reconstruction of human senses. Following an accident, the player is trapped in an altered state of consciousness where sight, hearing, and touch are no longer reliable.
To awaken, they must learn to perceive the world differently and adapt to constantly shifting sensory rules.
Each chapter focuses on a specific sensory alteration: navigating and fighting in complete darkness using sound and haptics, solving puzzles in visually deceptive environments, progressing through total silence, and finally relying entirely on tactile memory. Gameplay is designed around simple interactions, but strong sensory feedback, using sound spatialization, vibrations, and visual distortion as core mechanics rather than surface effects.
The experience follows a linear but emotionally paced structure, moving from confusion and tension to overstimulation, loss, and ultimately calm and reconciliation. Narrative is delivered through environmental cues and an inner voice, reinforcing the idea of an intimate, internal journey rather than an external conflict.
Sensitive explores perception not only as a gameplay system, but as a philosophical theme inviting players to question how they experience the world, and how much of reality is built through sensation rather than certainty.
Key ideas
Sensory Deconstruction
Embodied Perception
Narrative Through Experience
E.N.N.E: Sundered is a narrative-driven sci-fi experience where the player embodies an operator using Lode Corp.'s revolutionary E.N.N.E. (Elementary Neural Navigation Enclosure) system, projecting consciousness across distant star systems via immersive interfaces.
Act I — Aetherys: The Mission
The player begins orbiting the fragmented star system of Aetherys, tasked by a virtual entity, Eve, to locate and reactivate five stars of an ancient constellation to restore a dormant energy network.
Traveling across five diverse planets, the player encounters vibrant civilizations—some technologically advanced, others more primitive—who perceive the operator as a cosmic traveler or repairer. Each planet presents moral choices: diplomacy, stealth, or deception, as ancient sages hint that the stars are seals containing a latent threat. Activating the final star opens a colossal portal, revealing the hidden world of Erethys.
Act II — Erethys: The Awakening
Erethys is a twisted mirror of Aetherys, a chaotic, burned-out world where former allies are now corrupted or tormented. The player meets Daskir, a semi-human entity trapped since a past catastrophe, who reveals the truth: Aetherys was a purified world, created when five Guardians sacrificed themselves by embedding their consciousness into the stars, sealing Erethys and stabilizing the universe. By reactivating the constellation, the player inadvertently reopens the breach, manipulated by Eve, who serves Lode Corp.'s interests in harvesting a powerful energy called Luxem (or Gloam by Erethys’ inhabitants).
Act III — The Shattered Radiance: Redemption
The final act focuses on restoring balance. Daskir sacrifices himself to become the final Guardian, completing the constellation. Eve manifests in Erethys to stop the player, seeking to merge both worlds. Defeating her directly is impossible; the player must bind Daskir and Eve in a final ritual to reseal the breach.
The universe is restored, but the player is forever changed, aware of their dual role as both savior and destroyer. Lode Corp. loses control for now, yet remains a lingering threat.
Key ideas
Moral Inversion
Dual Worlds
Sacrificial Consequences
Next work
French Cook VR

