Narrative studio aiming to brew the essence of storytelling by exploring new experimental ways of expression.

LCD Odyssey

2022

Videogame

LCD Odyssey is a digital piece that revisits and reinterprets a distinct moment in gaming history—the era of LCD handheld consoles. Developed in Godot, this microgame functions as both a tribute and a reimagination of the visual and mechanical constraints that defined early handheld gaming, particularly the iconic Game & Watch series. Players engage with a minimalistic challenge: avoiding aliens and collecting sparks, echoing the rigid yet compelling design logic of early gaming hardware.

By transposing this historically specific format into a contemporary digital space, LCD Odyssey raises questions about the persistence of obsolete media, the aestheticization of technical limitations, and the role of nostalgia in interactive experiences. The project does not merely simulate an outdated technology, it positions the LCD handheld as a conceptual framework, exploring how constraints shape both game design and player interaction. Released on itch.io, the work situates itself within a broader digital archive, where past and present media coexist, inviting reflection on the ways gaming history is preserved, repurposed, and re-experienced.

Data Garden

2023

Videogame and Installation

Data Garden is a textless, interactive work that situates itself at the intersection of digital narrative, data consumption, and user interaction. Through a minimalist click-and-advance mechanic, the piece presents a virtual routine of a content consumer whose daily interactions across various platforms contribute to an ever-growing ecosystem of data. This data, once extracted and processed, takes form within the Data Garden, a persistent and evolving archive where digital traces endure beyond their initial context.

Originating from the undergraduate thesis New Narratives and Digital Ergonomics in the Era of Hyperconnectivity, the project examines the ways in which we engage with information in an era of content saturation. By adopting the visual language ofcomicsas a framework, Data Garden proposes alternative modes of reading and understanding data.

The game critically reflects on the ergonomics of hyperconnectivity, questioning the agency of users in an ecosystem where engagement itself becomes a resource. By reducing interaction to a single-button input, the work highlights the paradox of digital agency—where ease of access and participation often mask deeper structures of control, surveillance, and commodification.

In a space where every action generates data, who truly owns the narrative? Are we active participants, or merely passive cultivators of an ever-expanding digital landscape?

Data Garden is a project that has been made possible thanks to the help of Sickhouse (Enschede, The Netherlands).

In 2023 the studio followed the Sick Prod trajectory mentored by Zuraida Buter.

Nominated for best game debut at the Dutch Game Awards 2024.

Showcased at:
GoShort (The Netherlands, 2024); Playtopia festival (South Africa, 2024); GodotCon (Germany, 2024); Cinekid Festival (The Netherlands, 2024); PATAC Festival (Spain, 2024); Musée Urbain Tony Garnier (France, 2024); Now Play This (United Kingdom 2024); WASD Game Festival (United Kingdom, 2024); EGX Festival (United Kingdom, 2024); The Overkill Festival (The Netherlands, 2023)

Hybrid Worlding

2023

Workshop

Based on their research in comic language, the narrative studio Shaman Garage presents Hybrid Worlding, a workshop that explores world-building as a narrative engine. This hands-on experience merges physical and digital creation, inviting participants to collectively shape a playable environment.

By using clay as a modeling tool, attendees engage in a tangible process of spatial storytelling before translating their creations into a digital format using 3D scanning technology. The workshop draws from comic book theory, examining how time, rhythm, and spatial composition guide a reader—principles that can be applied to interactive environments and architectural storytelling.

The outcome is more than a game space; it is a living digital artifact, reflecting the collective imagination of its creators. Each iteration expands a shared virtual world, documenting the collaborative process of its participants. Hybrid Worlding challenges industrial approaches to game development, offering an alternative methodology that prioritizes accessibility, collective authorship, and the organic evolution of digital spaces.

This project fosters a new perspective on immersive world-building,where playful experimentation, storytelling, and spatial design merge into an evolving digital landscape.

This workshop has been done at:
GoShort (The Netherlands, 2024); Puwerty (Spain, 2024); GodotCon (Germany, 2024); Dutch Innovation Days (The Netherlands, 2024); Now Play This (United Kingdom 2024); Reality Check Festival (The Netherlands, 2024); The Overkill Festival (The Netherlands, 2023); AMAZE./ Berlin (Germany, 2023)

Human Souvenir

2024

Videogame

Human Souvenir is an interactive piece that explores themes of commodification, ownership, and the abstraction of human identity within a playful, toy-like framework. The work presents a speculative scenario in which an extraterrestrial traveler, having exhausted their time on Earth, seeks to extend their experience through the acquisition of a Human Souvenir—an objectified, interactive version of an Earth Human designed for amusement and display.

Through the mechanics of an arcade-style simulation, the piece interrogates the ways in which cultural encounters are often reduced to consumable experiences. The Human Souvenir, modified to fit within its constraints, exhibits an exaggerated need for attention and care, reflecting both the complexities of human nature and the distortions that occur when life is recontextualized as a product. A party mode recreates social rituals, reducing human movement and behavior to spectacle, while the system of reincarnation ensures an endless supply of disposable subjects.

Human Souvenir operates as both a playful engagement and a critical reflection on the ethics of possession, interaction, and entertainment in digital and physical spaces.

Originally commissioned by Sokpop Collective as part of the Sokpop Takeover program.