How did I end up here?
Through the mysterious will of the Great Random.
More precisely: the Phantom Draft horror blog has been retired and its root URL now redirects here — to the GitHub of the studio.
If you followed an old link and landed here, nothing is broken.
If you are looking for something from Phantom Draft, write to us.
If it exists in the archive, we will gladly send it.
We operate as a small narrative-driven team combining narrative design, production and systems engineering. Together we connect game mechanics, narrative structure and monetisation into coherent, implementable player experiences.
We help game teams design and implement narrative-driven game systems — core loops, progression and story structures that work in real production, not just on paper.
Our background includes HOPA titles (including shipped projects in the Whispered Secrets and Mystery Case Files franchises), mobile game design with in-game economies, and startup projects where we worked across design, production and technical decision-making.
We work on our own original projects and as an external partner for studios that need narrative-driven systems thinking and reliable execution across disciplines.
- Narrative design & story consulting: story structure, quests, dialogue, pacing and tone.
- Systems-driven narrative: aligning progression, mechanics and emotional beats.
- Gameplay systems design support, working closely with technical implementation.
- Monetisation and game economy design for premium, hybrid and mobile projects: economy loops, pricing logic and live-ops hooks.
- Structuring complex yet readable quest logic, branching and progression.
- Translating narrative ideas into systems that teams can realistically implement and maintain.
- Owning the pipeline from concept and documentation to implementation-ready designs.
@FOP-Oksana-Dubinetska
Lead Game Designer / Founder
Leads narrative design, story structure, quest logic and production coordination across projects.
@pan-canon
External Game Development Partner
Leads gameplay systems architecture, technical implementation, and system-level integration.
February Umbrella Update ☂️
System restructuring month for InterDead.
February was not about individual publications —
it was about restructuring the project architecture.
| Layer | What changed |
|---|---|
| Canon as a Contract | Canon discipline formalized through a public wiki and SSOT |
| Reproducible Artifact Pipeline | Video pipeline: ASR → LLM → FFmpeg |
| Communication Architecture | Unified project voice through the system character Niro |
Results
- 65–75% reduction in video production time
- stronger stylistic control
- unified project communication layer
Cases
Case 1 — Canon discipline
https://lnkd.in/euKNTEZ3
Case 2 — Artifact pipeline
https://lnkd.in/eYkARzCk
Case 3 — Communication architecture
https://lnkd.in/estYrB87
Next step: prototype update → then narrative and world development.