Our scope
- Unity (C#) prototype
- Early vertical-slice focus
- Hybrid social sim × JRPG × management
- In-engine combat systems prototyped
"On the last day of August a mad star falls into the town. Its flame raises passions, brews conspiracies, and gives desires a physical form... It is up to Io to uncover the nature of the Star and stop it before its presence hurts too many people."
Harvest of Names is a narrative single-player RPG in development that fuses social simulation, a round-based fighting system, and time/character management to explore identity, agency, and myth. Set in a university town in the UK, players confront cultural “Big Names” (Dionysus, Prometheus) while shaping the protagonist’s [IDEAL]—a playable, constantly evolving expression of self that bridges dialogue and combat.
In short, within my responsibility, I worked myseld and with others to translate thematic questions about identity into mechanics —what we called a procedural dialectic—so narrative stakes are felt through play. The [IDEAL] system ties personality to combat loadouts; combat itself is framed like a stage, emphasizing deliberate inputs and readable feedback. Across systems, the goal is cohesion: social choices, time management, and encounters all co-author the player’s self.