I am Bruno Dias, a game developer and writer working in games since 2015. As a narrative designer, my work focuses on procedural text generation and systems design for narrative-heavy games. As a writer, I have worked in fantasy, science fiction, horror, and comedy. I have also written about video games as a columnist; past bylines include VICE and Giant Bomb. I have also written a substantial ammount of noncommercial interactive fiction.
After years of freelancing, in 2020 I joined Failbetter Games as a senior narrative designer/writer, working primarily on Fallen London and an as-yet unannounced project.
Failbetter Games, 2010
Writer/Narrative Designer – 2020-Present
Equal parts horrific, fantastic, and comical, Fallen London is a layered, story-driven textual RPG that continues to expand and thrive over ten years after its original release.
Narrative Designer – 2019
An interactive TV series about a graduation party gone terribly wrong/right. Eko brought me on as a narrative designer for this project, and a couple of others that are under NDA.
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, 2019
Writer, narrative designer – 2017-2019
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.
Giant Bomb, April 2016
The tangled relationship of architecture to death in video games.
ZAM, May 2016
How Dark Souls III copes with being a sequel.
ZAM, August 2016
The pitfalls of communicating to strangers in an action game.
Giant Bomb, November 2016
A feature on the 2016 edition of the Interactive Fiction Competition.
Waypoint, March 2017
Characterization and player-NPC relationships in Blendo Games' Quadrilateral Cowboy.
Waypoint, June 2017
The fascination and thrill of watching Battlegrounds streamers.
Waypoint, July 2017
A history of interactive fiction told from the viewpoint of the dungeon as a narrative device.