Case Study 01 · Self-directed original IP
The Seinrill Catacombs
From Campaign Archive to Narrative Product
The Seinrill Catacombs began as years of campaign development distributed across Scrivener structures, snapshots, research, live-play material, puzzles, diaries, and changing product plans. Brian rebuilt the project as a traceable development system rather than flattening it into one supposedly clean manuscript.
Historical design, current campaign reality, and intended commercial structure remain distinct. Recovered material is searchable with provenance and version evidence, while a private Game Night prototype demonstrates Book, Run, and Production views, player/GM visibility, a tested puzzle flow, and controlled access to the project's private knowledge layer.
What the work demonstrates
- narrative architecture
- RPG usability and product development
- continuity governance
- historical-version awareness
- archive-to-product information architecture
Publication boundary
This preview uses sanitized public prose only. Historical-source visuals, screenshots, third-party/reference material, private campaign information, and player data remain excluded until separately reviewed and cleared.