Event & Immersive Design
I create immersive experiences that invite participants to step inside the story not just as observers, but as active, emotionally invested characters. My work spans worldbuilding, narrative design, visual direction, and on-the-ground production for live-action events across Europe. Whether it’s a gothic ritual, a magical academy, or a crumbling empire, each event is built to evoke a sense of place, power, and personal consequence. From writing character arcs to managing costumes, plotting faction politics, or designing emotional safety systems, I help shape experiences that feel real, responsive, and unforgettable.
Adventurers’ Academy - Wonderlarp
As one of the lead creators of Adventurers’ Academy, I’ve helped build the experience from the ground up serving as story lead, narrative designer, world-builder and producer. This high-fantasy immersive event is rooted in legacy, magic, and identity, placing participants in a living academy where faction politics, emotional arcs, and personal history collide. I’ve led the development of the overarching plot, the construction of its cultures, and the mechanical and emotional systems that allow stories to unfold with consequence. My work spans from the macro (world logic, magical systems, social hierarchy) to the micro (character prompts, costume language, participant onboarding), ensuring the world remains coherent, dynamic, and immersive from every angle.
In addition to narrative development, I act as producer and organiser during live runs coordinating teams, managing logistics, and guiding the emotional pacing of the experience. I also serve as NPC coordinator and costume lead, designing the visual language of the setting and ensuring that both players and staff visually support the tone of the world. Every element, from the cut of a robe to the cadence of an NPC’s interaction, is crafted to support immersion, emotional depth, and player agency. Adventurers’ Academy is an ongoing collaboration that continues to evolve and at its heart is a commitment to meaningful, participant-driven storytelling in a fully realised world.
Key Roles:
✶ Story Lead & Narrative Architect
✶ Faction World-building and Magic Systems
✶ Costume Direction and Aesthetic Logic
✶ On-Site Production and NPC Coordination
✶ Emotional Storytelling Design
✶ Participant Immersion Strategy
For more information about this event visit adventurersacademy.net
Whispering Isle - Wonderlarp
Whispering Isle is a gothic fairytale LARP set in a world where mortals and fae intertwine amidst themes of desire, memory, and power. Participants embody both a human and a fae character, navigating a landscape where industrial progress clashes with ancient magic. As a narrative designer, I contributed to crafting this dual-character experience, developing symbolic systems and emotional arcs that allow players to explore the blurred lines between humanity and the otherworldly. My work focused on creating narrative mechanics that encourage introspection and meaningful player choices, ensuring that each interaction could lead to profound personal storytelling.
Collaborating with an international team, I helped shape the world’s lore, character prompts, and thematic structures. The game’s design emphasizes the significance of dreams, fears, promises, and desires—elements that hold power in the fae realm and serve as currency in interactions. By integrating these motifs into the gameplay, we provided a framework for participants to engage deeply with their characters' motivations and the consequences of their actions. The result is an immersive experience that challenges players to confront the cost of longing and the complexities of identity within a richly woven narrative tapestry.
Key Roles:
✶ Narrative Designer and Character Writer
✶ Narrative Mechanics & Emotional Pacing
✶ Symbolic World Design & Character Prompting
✶ Collaborative Plot Development
✶ Thematic Integration of Dreams, Fears, Promises, and Desire
For more information about this event visit whisperingisle.net
College of Wizardry - Witchard Society
College of Wizardry is a renowned live-action role-playing (LARP) event set in the enchanting world of Czocha College of Witchcraft and Wizardry. Over multiple runs, I've contributed to various facets of the event, including assisting in the costume department to ensure visual coherence and authenticity, setting up scenography in key locations like the tavern and classrooms, and performing as non-player characters (NPCs) to enhance the immersive experience. My involvement extended to the story team, where I helped maintain narrative continuity and player engagement, and I also facilitated workshops on emotional safety, game mechanics, and castle safety to prepare participants for a secure and enjoyable experience.
In addition to these roles, I have written characters for the event, crafted costumes that align with the game's aesthetic, and portrayed various NPC teachers, delivering in-character lessons that deepen the immersive narrative. My contributions have been integral to creating a dynamic and responsive environment where players can fully engage with the magical world of Czocha
Key Roles:
✶ Story Team Member
✶ Costume Department Assistant
✶ Scenography Setup
✶ NPC Performer (Teachers)
✶ Workshop Facilitator (Emotional Safety, Game Mechanics, Castle Safety)
✶ Character Writer
For more information about this event visit witchards.com
Currently in Development
Alongside my work on established productions, I also create original immersive experiences with my own team as lead producer and narrative designer. These projects are in active development and explore themes like grief, political collapse, longing, identity, and transformation, all through carefully structured worlds, character-driven design, and rich visual storytelling. Each concept is built from the ground up: from emotional arc to faction structure, visual and artistic language to symbolic mechanics. This section offers a glimpse into the stories and systems I’m currently crafting narratives designed to invite presence, risk, and meaning.
Lamplighters (2027)
Gothic Horror, Ritual Immersion | Lead Producer & Narrative Designer
A haunting narrative set in the late 1800s, Lamplighters draws from Victorian gothic fiction, grief rituals, and the seductive cruelty of the unseen. Players are invited guests to a remote manor, hosted by two eccentric gentlemen known for their otherworldly spiritual gatherings. Each guest brings with them a name: someone beloved who has passed on: a family member, a lost friend, a forgotten mentor.
Through ritual, these souls are summoned to walk the earth again for one night only. But this time, something is wrong. The spirits remain. And not all are what they seem. Some of the dead now whisper wrong, move wrong and behind their familiar faces lie ancient, hungry things.
Lamplighters explores the cost of longing and the danger of wish-fulfilment, where grief becomes a gate through which the monstrous can masquerade. Participants must choose: banish the only thing that feels real, or let the world unravel.
Themes: Gothic grief, ritual horror, emotional illusion, demonology, isolation
Format: Multi-day immersive event with LARP elements, light mechanics, emotionally charged interactions
A Dance With Death (2027)
Decadent Decay, Slow-Burn Horror | Lead Creator & Creative Director
Set at the twilight of a gilded empire, A Dance with Death is an immersive ballroom experience that follows the downfall of a noble class clinging to grandeur as the world shifts beneath them. Guests arrive as members of the old elite dazzling, arrogant, already obsolete, to partake in days of dancing, banquets, courtly games, and whispers of political upheaval.
But each night, Death walks among them disguised, unnoticed, and choosing. Those who dance with Death join the fallen: their appearances decay, their status dissolves, and they become revenants of beauty, mourning, and rot. Ghosts among the living.
The story unfolds in slow, deliberate acts, using elegance and ritual to reveal the underlying horror. It is about denial, beauty in ruin, and the theatrical collapse of a social class too proud to see the grave they've built.
Themes: Rot beneath opulence, political decay, beauty vs. death, ballroom ritual
Format: Multi-day immersive event with highly aesthetic costuming, layered narrative, and symbolic transformation mechanics
Masque of the Falling Stars (2028)
Surreal Romance, Dream Logic, Immersive Ball | Creator & Artistic Director
An opulent night suspended in dream logic, The Masque of Falling Stars invites guests into a world where nothing is quite what it seems — and no one is quite who they were before they arrived. Inspired by fae courts, dreamscapes, and the intoxicating aesthetics of forgotten fairytales, this immersive ball is a celebration of longing, illusion, and transformation.
Held in a timeless palace touched by starlight, guests don masks and finery to dance beneath shifting chandeliers, answer riddles posed by masked hosts, and chase fragments of memory through fog-draped halls. The event is part ritual, part performance, part fantasy — a night that unfolds like a living storybook, where roles are fluid, emotions are heightened, and enchantment is not a metaphor. As midnight draws near, the world begins to fray at the edges, revealing truths only seen once the mirror cracks.
Themes: Surrealism, romance, illusion, desire, identity
Format: One-night immersive masquerade ball with aesthetic and emotional interaction, character prompts, and optional story threading
The Veil (2028)
The Veil: A Game of Courts and Curses
Dark Fantasy, Power Games, Court Intrigue | Creator & Lead Worldbuilder
In this decadent and dangerous fae realm, beauty is a blade, and power is a game played in glances, bargains, and betrayal. Players step into a world of glittering courts and brutal politics where old bloodlines guard ancient secrets, allegiances shift with every masked ball, and no promise is ever truly safe. Nobility is a theatre of cruelty and charm, where every whispered compliment may carry a curse, and loyalty is bought in blood, not trust.
Veilborne invites players to build their legacy—or destroy another’s—in a world where magic binds as much as it frees. Intrigue simmers beneath every toast, romance tangles with ambition, and those who fall from favor rarely fall alone. Court rituals and shadowy rites shape power as much as words and steel, and the game is not always played by those who appear to be holding the pieces.
Themes: Dark fantasy, ambition, ritual, twisted romance, aesthetic danger
Format: Multi-day immersive experience with high aesthetic standards, strategic social gameplay, and emotionally driven narrative arcs