Case Study 03 · Self-directed original IP
Unknown Shores Game Night
Designing Narrative Information Around Live Play
Unknown Shores Game Night is a private narrative-product prototype designed around what actually happens at a tabletop session. Instead of treating lore as one flat corpus, it carries server-derived campaign, role, character, page, and scene context.
The first tested Catacombs slice includes separate GM and player visibility, character-aware views, Book / Run / Production perspectives, a tested puzzle flow, and controlled access to the project's private knowledge layer. Player-facing retrieval remains intentionally restricted until a safe knowledge partition is proven.
What the work demonstrates
- live-play narrative information architecture
- player and GM knowledge design
- RPG usability and character-aware product design
- server-derived context boundaries
- disciplined AI integration without treating AI as source of truth
Publication boundary
This preview uses sanitized public prose only. Screenshots remain excluded until they are cropped and checked for private player, campaign, account, browser, and unrevealed GM information.