Clarity. Cohesion. Cadence.

Milana Sotnikova | Narrative Designer 4 years · Unreal / Unity / Godot Open to full-time and collaborationWorld-building, characters, dialogue, quest structure, in-game text, narrative and game documentation.
I make a narrative that supports gameplay, not competes with it.
Clear goals, meaningful clues, and choices that matter. I work with your systems — not against them.Below are three cases, each showing the problem, the idea and the result.
CASE I: PETALFALL

Team: 9 members Development: 10 months Engine: Unity Outcome: 30-minute playable prototype, showcased at the Horizon of Indie Cultures Festival (2026).Petalfall is a dark 2D florist simulator set in a Victorian era. You inherit the family’s business — and a terrible curse that comes with it. The flowers you grow are not just beautiful, they are mortally dangerous. With them, you decide the fates of your clients — and your own.

PROBLEM: How to tell a story when the space is limited?
Showing the whole story of each character in the game through their dialogue is limited by the size of the dialogue window, a time restriction of thirty minutes for the entire game, and the innate desire of the players to play rather than read.Idea: if the player can’t read everything, let them infer.
THE CHANGE
Before: 463 symbols«Good day. You are Mr. Petalfall, aren’t you? A pleasure to meet you. I am Dr. Edrich Stein; I run a clinic nearby. I’ve heard that you have a knack for easing the heavy burden of illness. I must confess, I generally place more trust in pharmaceutica, but you also make use of medicinal herbs, don’t you?Let’s see… Salvia officinalis, Matricaria chamomilla… ah! I believe I require a blend that induces a paralyzing sense of tranquility — at a low dosage, mind you.»
After: 305 symbols«Good evening, Mr. Petalfall. A pleasure to meet you. I am Dr. Edrich Stein; I run a clinic nearby. As you are likely aware, an epidemic is raging through the city. Please, take care.I see you work with medicinal herbs. I need a bouquet for a patient of mine — they are in such pain that they cannot sleep».
Result: leaving the details of the events up for the players' interpretation allows for speculation, elevating the interest. Shorter text lets the game remain a game rather than turns it into a digital book and keeps the players' attention sharp.Playtest evidence: the players are interested in playing again to see the other outcomes of the characters' stories.
CASE II: BLOOD FOR LOVE

Team: 3 members Development: finished Outcome: a tabletop game currently in production.Blood for Love is a tabletop game for four players where they try on the role of a princess in pursuit of love, riches and eternal life.In the dark mansion of an enviable blood-sucking suitor, the four ladies are to experience pain and disgrace in their hunt for the heart of the vampire prince.
PROBLEM: How to make a card game more engaging if the gameplay works?
Despite the well-balanced gameplay that encourages long-term planning, careful consideration of every turn and the usage of purposefully underhanded tactics, the game does not feel engaging enough to entice people to play again and again.Idea: lean into the sarcastic narrative and add short, funny one-liners to each card in the game.
THE CHANGE
Before: «All rivals in the zone are injured. Move to another zone».After: «Bibbidi-bobbidi-BANG! All rivals in the zone are injured. Move to another zone».
Before: «Take a gossip card for any rival. Pull another card».After: «Sweetie, that’s EMBARRASSING! Take a gossip card for any rival. Pull another card».
Result: the game received a humorous flair, turning each session into hard but fun battles among friends, and alleviating the tension that rose from in-depth strategizing.Playtests: groups of players not only had fun on their first session, but demanded replays. «The game is as fun and engaging as it is demanding of brainpower».Blood for Love was showcased at Granikon (2026) and is currently in production.
CASE III: PROJECT MIST

Team: 2 members Development: October — ongoing Engine: Godot Stage: productionProject MIST is a 3D first-person paranormal investigation simulator. Two heroes, a lost detective completely blind to the paranormal and a burned out psychic, explore and investigate paranormal manifestations. She opens the door to the unknown — he gathers the evidence. Together they uncover the truth.
MY ROLE



