About me
“I might be a timetraveling space pirate or a seeker of magical wonders.”
From the muddy banks of the Mississippi to the neon-lit realms of sci-fi cities and haunted fantasy tombs, I craft immersive, emotionally resonant stories for video games that players remember long after the credits roll.
I’m the co-founder and Narrative Director of Pergamon Narrative, a boutique agency that helps indie studios and creative teams bring their worlds to life through deep lore, believable dialogue, and character-driven storytelling.
I’ve worked with indie developers across genres—from fantasy brawlers to psychological horror—and I thrive in weird, genre-bending spaces that blur the line between past and future, myth and machine.
If you're looking for a storyteller who can help your project sing (or scream), let’s talk.
Games
Qrrul’s Quest
Narrative Designer & Writer
Skills: Narrative Design, Level Design, Worldbuilding, Branching Dialogues, Incidental Barks, Game Design and Balancing, Scripting
Tools: RPG Maker MV, Notion, Figma
Can you defeat death itself?
Venture forth on your quest as Captain Qrrul, an undead pirate paladin, seeking to end undeath for all. Hunt down evil necromancers, uncover ancient secrets, and battle against vicious demon monstrosities in the fantasy world of Myria.
Qrrul's Quest is a JRPG with a story driven progression with meaningful, turn-based battles that will challenge players to think about their choices of attacks, magics, items, and special skills. Your choices will matter both inside and out of combat, so beware of pissing off the wrong NPC.
Serving as Narrative Designer and lead Game Designer on this project was a true joy. From way too many crude jokes to pirate dialects and from undead monster galore to balanced but unlikely classes, it is a wild romp.
Portal Brawlers
Narrative Designer & ttRPG Writer
Skills: Narrative Design, Level Design, Worldbuilding, ttRPG Design, Fantasy Cartography, Branching Dialogues, Incidental Barks
Tools: Unity, Notion, Figma, Inkarnate
As a narrative designer for Crystal Spider Games, I have helped to develop the world, story, and levels for our debut game, Portal Brawlers, a side-scrolling Beat'em'Up Adventure game in the tradition of Golden Axe and Streets of Rage, set in a beautiful fantasy world and embracing the tropes of classic fantasy storytelling.
Something has been opening ancient Portals around the isle of Thunkgaria, spilling forth a foul corruption and consuming the land. Native species both hostile and docile are being taken over and driven mad, causing chaos and confusion and leaving several important questions open for our brave adventurers...
Azadi: New Moons
Narrative Designer & Writer
Skills: Narrative Design, Quest Design, Dialogue Writing, Worldbuilding, Barks
Tools: Unreal Engine, Confluence, Figma, JIRA
In my role as a narrative designer for the AAA studio Ready4Player (now DNE), I had the opportunity to make significant contributions to the development of the MMORPG Azadi: New Moons. My responsibilities included designing and implementing robust narrative systems, which involved creating engaging characters and building consistent lore for the game's various cultures, nations, and planets. I also took on the task of writing captivating dialogues, cinematic scripts, barks, UI text, found narrative, and codices, all aimed at enhancing the player experience.
Cross-functional collaboration played a vital role in my work, as I worked closely with concept artists, level designers, and game designers to craft immersive questlines and seamlessly integrate narratives with gameplay mechanics. By combining these efforts, we aimed to deliver an unforgettable and immersive experience for the players of "Lands of Azadi."
Plague in Venice
Narrative Designer & Writer
Skills: Narrative Design, Dialogue Writing, Character Design,
Tools: Articy: draft 3, Figma, Trello
I worked as a narrative designer for a video game called Plague in Venice. This educational game is set in Venice during the Black Death. My main task was to create a sophisticated dialogue system using Articy: draft 3, which aimed to immerse players in the historical setting.
Drawing from my experience as a historical researcher, I crafted believable and authentic dialogues for four player characters. These characters embark on a journey through Venice, seeking ways to hinder or halt the spread of the plague. The game is currently in production, and we have already secured partnerships with several European high schools that will use our product.
El Cid & the Cult of the Wasteland
Narrative and Game Designer
Skills: Narrative Design, Dialogue Writing, Level Design, Game Design, Worldbuilding, System Balancing
Tools: RPG Maker MV, Notion, Twine
I had the opportunity to work as a narrative designer for the video game El Cid & the Cult of the Wasteland, a unique fusion of Cosmic Horror and Spaghetti Western genres. This JRPG aimes to capture the distinct aesthetics and atmosphere of these two iconic styles. From the inception to the completion of the game, I was involved in various aspects.
I developed the storyline, collaborated closely with the art team to shape the visual elements, and crafted the dialogues and barks. The game was created using RPG Maker MV, blending the nostalgic essence of classic JRPGs with a new twist of horrifying medieval themes.
Articles
Narrative Design Tips
Star Wars KOTOR Pt. 1
RPG Dialogue Systems
Historical Consulting
Testimonials
“Working with Konrad in the gaming industry is something I'll always be happy about. He has everything a company should be looking for: creativity, patience, listening, incredible knowledge of history and a keen eye to every detail.
Konrad is one of the best colleagues I've ever had and, in addition to his incredible abilities as a Narrative Designer & Writer, he's also a lovely person who can easily establish a connection with his colleagues.”
Federico Di Benedetto / Narrative Designer
“Konrad is an absolutely fantastic dungeon master and storyteller. He brings an unparalleled level of freedom and creativity to RPG gameplay through his vivid imagination, eclectic characters and gripping adventure pacing.
What keeps me combining back is how much influence the players are able to have in the fascinating settings he constructs. His campaigns are a true co-collaboration.
It has been a pleasure to participate in Konrad's narrative over the past several years and I have always encouraged others to do the same.”
Ras Rossetti / Brewer