✦ RICHARD KOYS ✦

Narrative Designer  ·  Game Writer  ·  Level  ·  Gameplay

Richard
Koys

Building worlds worth playing in.

I'm a Narrative Designer and Game Writer. I build story worlds, write the dialogue that carries them, and design the quests and spaces players move through. Four shipped projects so far, across narrative, level, and gameplay design.

Richard Koys
About Me

A Designer Who
Plays to Understand

Story in a game was never the cutscene for me. It's the reason you take the next step, the history a ruin is hinting at, the voice you can still hear after the controller's down. I'm a Narrative Designer and Game Writer, and that layer is what I build.

Four games, shipped with a team. Two of them started as my idea.

Across them I've written the full story world and every line of dialogue in a game, built character arcs, and set down the lore a setting rests on. When a project needs it I work on the levels too, and on Blight Bound I drew the environment art that ends up on the temple walls.

What pulls me in is the seam between story and play. A quest should be worth doing, not just worth finishing. A room should tell you where you are before anyone opens their mouth.

If you're a studio, a recruiter, or a designer with something worth making, I'd like to hear about it.

Narrative Design
Building deep character lores, emotional story arcs, and branching dialogues that players remember long after the credits roll.
Level Design
Shaping spaces that guide, challenge, and reward the player — environments that communicate story without a single word of dialogue.
Gameplay & Quest Design
Designing systems and quests that make the story feel alive and personal — where mechanics and narrative reinforce each other.
Portfolio

Featured Projects

Narrative & Concept Design

FableThief: Masks of Legends

Team of 133 weeks2D pixel art

A thief steals a spirit mask and the forest wakes up hunting. A 2D pixel-art runner built by a team of thirteen. I brought the concept and the story, and designed the mechanics and pickup systems the whole run is built on.

Play on itch.io ↗
Narrative Design

Blood Sucker

Team projectUnreal Engine 5Souls-lite

Your blood is your health bar and your only weapon: spend it to win, or hoard it and starve. A souls-lite vampire game in Unreal Engine 5, where I built the story world and tied its day-and-night conflict to how the game actually plays.

Play on itch.io ↗
Narrative, Level & Art

Blight Bound

Team projectAtmospheric platformer

A temple turns on the people who broke their oath to it, and Iboju, its last guardian, walks the ruin to set it right. An atmospheric platformer where I wrote the mythology and Iboju's arc, shaped levels, and drew the art on the temple walls.

Play on itch.io ↗
Concept & Quest Design

Daggerbound

Team projectUnityTurn-based

Cullen inherits a cursed dagger, and the duty to end it before it claims him the way it claimed the heroes before him. A turn-based dungeon crawler that started as my concept. I wrote the story and every line of dialogue, and set the core mechanics with the team.

Play on itch.io ↗
Creative Work

Sketches &
Artwork

Original sketches and concept art — character designs and level layout concepts showing the visual thinking behind the worlds I design.

Princess character sketch
Character Design

The Princess

Original character illustration — a medieval princess portrait framed in ornamental ink linework with hand-drawn floral borders.

Underground Cathedral Arena rough sketch
Level Design — Rough Layout

Cathedral Arena — Rough

Initial rough sketch establishing the spatial layout — circular arena, fallen stone heads, arched columns, and player scale reference.

Underground Cathedral Arena final sketch
Level Design — Final Sketch

Cathedral Arena — Final

Refined concept with full detail pass — shaded stonework, broken statues, torch platforms, and movement arrow for player pathing.

What I Do

Disciplines

01
Narrative Design
  • Deep character lore building
  • Emotional story arcs
  • Branching dialogue systems
  • World-building & codex writing
  • Creative Writing
  • Twine · Ink · Notion
02
Level Design
  • Player guidance & spatial flow
  • Environmental storytelling
  • Challenge & reward pacing
  • Rough sketching & prototyping
  • Blockout to final layout
  • Unreal · Unity
03
Quest & Gameplay
  • Quest structure & flow design
  • Gameplay systems design
  • Scripting & implementation
  • Prototyping & iteration
  • GDD writing
  • UE Blueprints · C++
Software & Tools

My Toolkit

Unreal / Unity
Game Engines
UE Blueprints / C++
Scripting
Twine / Ink
Narrative Tools
Perforce / Git
Version Control
Jira / Trello / Miro
Project Management
Let's Talk

Open to Opportunities
& Collaborations

Whether you're a studio, a recruiter, or a fellow designer looking to collaborate — I'd love to connect and see how I can help bring your vision to life.

Narrative & Concept Design · FableThief

A runner that still has a reason to run

The brief I set

An endless runner gives you almost no room for story. No cutscenes, no dialogue, no time to stop and read. The premise had to be legible in the first five seconds of play and stay legible at speed.

What I did about it

I built the premise into the verb. You are a thief, so you are running away with something, not just running. The stolen mask is the reason the forest is angry and the reason you can't stop. Pickups and power-ups came out of the same fiction rather than being bolted on, so collecting is scavenging and the spirit realm reads as hostile without a single line of exposition.

What I'd do differently

The mask is the whole story and it lives in the HUD, not the world. I'd push for the forest itself to escalate visibly the longer you hold it, so the fiction has somewhere to go across a run instead of being fixed at the start.

Play on itch.io ↗ Team of 13 · 3 weeks
Narrative Design · Blood Sucker

Making the health bar mean something

The brief I set

The team had a mechanic before it had a world: blood is both your health and your weapon. Spend it to fight, hoard it and starve. My job was to make sure the fiction paid that tension off instead of decorating it.

What I did about it

I wrote the world so that the mechanic is the theme. A vampire is a thing that must take life to keep its own, so every attack costs the player exactly what the fiction says it costs. The day and night cycle carries the same idea at a larger scale: hunted by the sun, predator after dark, one identity split across a clock. The lore explains the rules the player is already feeling in their hands.

What I'd do differently

I wrote the world outward from the mechanic, which worked, but I'd get the lore in front of players far earlier. Some of it only exists in documents. Story that never reaches the player is story that didn't ship.

Play on itch.io ↗ Unreal Engine 5 · Souls-lite
Narrative, Level & Environmental Art · Blight Bound

A temple that tells you what happened here

The brief I set

A platformer where the player arrives long after the disaster. There is nobody left to explain the history, so the ruin had to do the explaining on its own.

What I did about it

I wrote the mythology first, then made sure it was visible. The Araya broke an oath and the gods' gift curdled into the blight, so corruption reads as a betrayal rather than as generic damage. Playing Iboju, the last guardian, gives the player a reason to care that needs no dialogue. I worked on the levels and drew the art on the temple walls, which let me put the backstory where the player is already looking instead of in a codex they may never open.

What I'd do differently

Writing the lore and drawing the walls myself kept it coherent, but I was checking my own work. I'd want fresh eyes reading the rooms cold to find out what the space actually communicates versus what I assumed it did.

Play on itch.io ↗ Narrative · Level design · Environment art
Concept & Quest Design · Daggerbound

Inheriting the mistake instead of the glory

The brief I set

My concept, so the risk was mine too. The pitch: a young adventurer takes on a cursed dagger and the duty to end it. The obvious version is a hero story. I wanted the opposite, and it had to survive contact with turn-based dungeon combat.

What I did about it

I made the inheritance the point. Cullen isn't chasing the legend of the Grand Trio, he's cleaning up after it, and the dagger claims its bearer the same way it claimed them. Every line of dialogue in the game is written to keep the pressure on that clock, so the story is asking whether he ends it before it ends him rather than whether he wins. I set the core mechanics alongside the team so structure and fiction were decided together, not one retrofitted onto the other.

What I'd do differently

The curse threatens Cullen in the writing but the combat never actually makes the player feel it. I'd tie it to a system, something that costs you as the fight goes on, so the dagger is a rule the player has to play around and not just a premise they're told about.

Play on itch.io ↗ Unity · Turn-based · My concept