Writing, Consulting, Design
I’m Bruno Dias, a writer and narrative designer working on independent games and media. I’ve written interactive fiction, worked as a game and narrative designer, and even done some amount of game programming.
My work ranges from traditional fiction writing to consulting on narrative design and story to designing and building systems for procedural and dynamic narrative.
Ice-Pick Lodge, 2019
Localization Writer — 2018-2019
A return to the strange, grim world of a 2005 cult classic. Helping give the English localization the same level of poetic depth as the original Russian has been one of my favorite projects.
Chance Agency, in development
Writer, narrative designer — 2017-2018
A neon-drenched vision of labor and human relations in a future taken over by the gig economy; an emotional survival game.
Dim Bulb Games, 2018
Writer — 2017
I wrote about 30 folk tales for this anthological story-game, alongside over 20 other writers exploring the thematic (and physical) vastness of America. Nominated for Excellence in Narrative at the IGF awards.
Bruno Dias in partnership with Failbetter Games, 2017
Designer, developer, writer — 2016-2018
Voyageur is my take on the space exploration sim game, a narrative-driven story generator about following the trail of humanity's diaspora across the galaxy and meeting the societies that emerged from it.
A history of interactive fiction told from the viewpoint of the dungeon as a narrative device.
(Waypoint, July 2017)
The fascination and thrill of watching Battlegrounds streamers.
(Waypoint, June 2017)
Characterization and player-NPC relationships in Blendo Games' Quadrilateral Cowboy.
(Waypoint, March 2017)
A feature on the 2016 edition of the Interactive Fiction Competition.
(Giant Bomb, November 2016)
The pitfalls of communicating to strangers in an action game.
(ZAM, August 2016)
How Dark Souls III copes with being a sequel.
(ZAM, May 2016)
The tangled relationship of architecture to death in video games.
(Giant Bomb, April 2016)
The thing about sinking is: the sea is not a void. If you're sinking, you're displacing something.
A dark, fantastical recasting of the Orphic myth.
A near-future superhero story from a subaltern point of view.
An interactive adaptation of Poe's The Masque of the Red Death.
Radicalized hedge-witches in an urban landscape.
Labor disputes and social struggle in a mining colony in Mercury.