
NANVYU GAMES
Stories in which every choice matters.
Different worlds. One approach.
Nanvyu Games is an author-led concept for an independent game studio. Four projects explore freedom, uncertainty, and the consequences of human choice.
We connect narrative design, game mechanics, and art direction. Stories unfold through the player’s actions, while environments reveal what words leave unsaid.
This portfolio brings together educational and authorial work, proposed redesigns, and new game concepts. Each project is presented at its current stage; concept art and interface proposals are labeled accordingly.
Explore. Choose. Feel.
Reward curiosity. Give choices consequences. Make atmosphere part of play.

Four Ways Into a Story.
HIDDEN SPECTRUM — A corporate dystopia examining identity and control. Proposed redesign and art direction.SACRIFICE — Interactive fiction centered on Roman gladiators, loyalty, and the price of freedom.BEYOND THE LIGHT — A science-fiction expedition focused on exploration, resource management, and vehicle recovery.THREADS — An authorial 2D narrative concept exploring the shifting bonds between people.01 / HIDDEN SPECTRUM
Who are you if the system decides whether you exist?

A Person. A Record. A Disappearance.
A brother searches for his missing sister in a society where corporations control identity, access, and movement. Every trace leads back to a system capable of rewriting a person’s place in the world.To follow her trail, he must question the records everyone else accepts as truth. Human loyalty comes into conflict with institutional control.The central design question: how can the rules of digital identity become both an obstacle and a tool for investigation?Borrow an identity. Change your options.
Read a profile → Assume a role → Gain access → Face new restrictions.

Control has a shape.
Monumental corporate architecture reduces the individual to a small silhouette. Cel-shaded forms, cold concrete grays, and deep graphite shadows define the proposed visual direction. Red is reserved for surveillance, warnings, and the system’s intervention.The identity mechanic is a redesign proposal: a borrowed profile opens some routes while restricting others. The challenge is to make permissions readable without removing uncertainty from the investigation.The visual development shown here is AI-assisted concept art. It is not a gameplay screenshot, and the proposed mechanic is not presented as an implemented feature.02 / SACRIFICE
Freedom has a price. A narrative text game about Roman gladiators and consequential choices.
The arena is only the beginning.
The path to freedom runs through decisions made under pressure. Survival, trust, and loyalty can pull a gladiator in different directions.The narrative asks a harder question than who wins a fight: what are you prepared to lose in order to become free? Each choice should carry emotional weight as well as a practical consequence.SACRIFICE is presented as a narrative text game. The accompanying historical illustration is new AI-assisted concept art, not a screenshot from the playable work.
One choice. More than one cost.
NARRATIVE DESIGN / ILLUSTRATIVE BRANCHING MODEL
A DIFFICULT OFFER
↳ Protect an ally → Trust deepens → A later opportunity may close. ↳ Pursue freedom → Progress becomes possible → A debt may remain.
The same decision can influence several values simultaneously. Delayed consequences allow earlier choices to reappear in a new context, while different routes may converge on a shared event.
This is an explanatory design model, not an extracted map of the playable game.
03 / BEYOND THE LIGHT
The further you go, the less you know.A science-fiction adventure about an isolated research expedition. The team explores an unfamiliar landscape, gathers resources, and repairs its all-terrain vehicle. As the route opens up, the expedition leader’s hidden motives begin to surface.FOCUS / Exploration, resource systems, excursion design, and UI/UX.The accompanying illustration is AI-assisted concept art direction, not a gameplay screenshot.Repair the Rover. Question the Mission.
An external objective gives the expedition a clear structure: recover mobility and find a way forward. Gathering materials makes repairs possible; each repair enables further exploration.
A second layer develops through the team’s discoveries. What initially appears to be a practical survival task evolves into a question of trust—whose goals does the mission truly serve?
The design connects environmental exploration with narrative revelation. Progress changes what the player can reach and what the player understands.
Progress is a return journey.
CORE GAMEPLAY LOOPSCOUT → GATHER → RETURN → REPAIR → UNLOCKScout a route and identify useful sites. Gather resources within the constraints of the excursion. Return to the expedition and use the materials to restore the rover. Repairs open new territory, where discoveries begin another cycle.Every trip should bring back something meaningful: repair materials, knowledge of a route, or a clue about the expedition. Resources enable movement. Movement reveals the story.How far is far enough?
EXCURSION SYSTEM01 / PREPARE — Select a route, assess equipment, and reserve carrying capacity.02 / EXPLORE — Analyze the environment, investigate landmarks, and prioritize essential resources.03 / DECIDE — Proceed toward the next unknown or preserve the value of what has already been gathered.04 / RETURN — Bring materials and knowledge back to the expedition.An excursion should establish a rhythm of anticipation, discovery, and commitment. The system study focuses on comprehensible constraints and meaningful decisions regarding the return journey.
Clear action. Visible feedback.
UI / UX DESIGN PROPOSALDISCOVER → INSPECT → TRANSFER → CONFIRMA resource interaction must show what was found before prompting the player to move it. One clear primary action transfers the selected contents. Updated capacity and a visible confirmation explain the result.The inventory must distinguish the world’s cache from the player’s carried items, making the next step readable without competing with exploration.This is a proposed interaction flow. It is not presented as a validated usability result or an implemented interface.04 / THREADS
Other lives. In your hands.An authorial concept for a narrative 2D game. In a world where people’s destinies are connected by invisible threads, a heroine can see, break, and reweave those connections.Intervening in one relationship changes events and possible endings. A seemingly helpful action can reshape another person’s story in an unexpected way.STAGE / Game concept. The accompanying illustration is AI-assisted concept art.
Change a connection. Change a story.
REWEAVING FATE / MECHANIC CONCEPT
SEE — Reveal the threads connecting characters and interpret their relationships.
BREAK — Sever a bond, changing the events or support that connection makes possible.
REWEAVE — Establish a different connection and observe how the surrounding stories respond.
Relationships become a system the player can manipulate. The consequences are not fully predictable; the challenge is deciding when to intervene and when to leave a bond intact.

A World Woven by Fate.
VISUAL DIRECTION / DARK ILLUSTRATED FAIRY TALE
Layered silhouettes and paper textures evoke a world inspired by shadow theater and book illustration. A nearly monochrome palette allows vibrant red threads to serve as the clearest visual signifier.
A single master concept establishes the heroine, the forest, and the distant settlement. This shared visual reference ensures consistency across the character, environment, and red-thread motif as the concept evolves.
All newly created images are concept art. THREADS is an authorial concept, not a released game.
Every world starts with a question.
Nanvyu Games unites my educational and authorial work across game design, narrative systems, game mechanics, UI/UX, and art direction.
GAME DESIGN — Transform a premise into goals, rules, and a meaningful player journey.
NARRATIVE SYSTEMS — Connect decisions with consequences and allow relationships to shape events.
UI / UX — Make actions, constraints, and feedback legible.
ART DIRECTION — Imbue every world with coherent visual logic.
This conceptual studio serves as an invitation to develop stories and systems with publishers, developers, and creative partners.
Let’s create worlds worth exploring.



