Rite of Entry
In a lonely coastal lighthouse, a keeper is resposible for inspecting incoming ships and deciding which ones are allowed to enter the port. As an unknown presence rises from the sea, reality begins to distort, and the player's perception can no longer be fully trusted.
Over time, the line between truth and hallucination fades, turning each inspection into a psychological and narrative enigma where every decision carries consequences.

Game overview
Rite of Entry is a Paper, Please like game in a lovecraftian-inspired universe.
Developped as a school project in a multidisciplinary team, the game focuses on systemic narrative design, atmospheric storytelling, and player-driven consequences through a structured inspection gameplay loop.
The player uses multiple tools (rulebook, radio, spyglass) to analyze incoming ships and determine whether they should be granted access to the port.
My work
Core Features
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Game Design (core gameplay loop, inspection systems, Obedience system, multiple endings)
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Narrative Design & Worldbuilding (dialogues, rulebook writing, narrative structure)
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System Design & Implementation (integration of gameplay and narrative systems with programmers)
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Rulebook writing and design of decision-making structure
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Inspection-based gameplay loop (talk, abserve, analyze, decide)
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Multiple investigation tools: rulebook, radio, telescope
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“Obedience” system affecting world state and endings
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Lovecraftian-inspired atmosphere and progressive reality distortion
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Multiple endings based on player behavior (the obedience system)
Reflection
Rite of Entry allowed me to explore how narrative and gameplay can be deeply interconnected through systemic design. I focused on creating a gameplay loop where interpretation and uncertainty are central to the player experience.
The project also strengthened my ability to design coherent systems that support storytelling, while working within a small multidisciplinary team.
One of the key learnings was the importance of scope management and early validation of narrative systems, especially in projects driven by writing and atmosphere.
skills strengthened
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Systemic game design
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Narrative design & worldbuilding
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Gameplay loop design
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Collaborative development in small team
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Iteration and scope management