Game writer and narrative designer with published interactive fiction and visual-novel projects, experienced in branching narratives, conditional dialogue, character development, worldbuilding, cinematic scene writing, and narrative continuity. Created and published a 16,411-word Twine project with multiple outcomes, and developed a Ren'Py visual-novel prologue integrating narrative design, dialogue, scene composition, character presentation, and scripting.

SHREEGANESH MAHESH GHARAGE

Game writer and narrative designer with published interactive fiction and visual-novel projects, experienced in branching narratives, conditional dialogue, character development, worldbuilding, cinematic scene writing, and narrative continuity. Created and published a 16,411-word Twine project with multiple outcomes, and developed a Ren'Py visual-novel prologue integrating narrative design, dialogue, scene composition, character presentation, and scripting.

Available to hire

Game writer and narrative designer with published interactive fiction and visual-novel projects, experienced in branching narratives, conditional dialogue, character development, worldbuilding, cinematic scene writing, and narrative continuity. Created and published a 16,411-word Twine project with multiple outcomes, and developed a Ren’Py visual-novel prologue integrating narrative design, dialogue, scene composition, character presentation, and scripting.

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Language

English
Advanced

Work Experience

Prologue Developer (Ren'Py Visual Novel) — Brotherhood Banner: The Catacombs
August 11, 2026 - Present
Created the prologue for a dark-fantasy visual novel: authored the narrative, dialogue, and character presentation beats; designed military tension and relationship dynamics; built interactive scenes in Ren'Py with character positioning and transitions; and released Windows and macOS builds. Also prepared supporting character artwork/reference material and project documentation.
Narrative/Story Writer & Narrative Designer (Published Prologue) — Ren'Py visual novel prologue at Independent (Published project)
August 11, 2026 - Present
Developed and published the prologue of an original dark-fantasy visual novel. Designed character-driven dialogue with military tension, relationship beats, cinematic atmosphere, and mystery-led worldbuilding. Built interactive scenes in Ren'Py including character positioning, expressions, transitions, dialogue presentation, and visual storytelling. Created supporting character artwork/reference material and project documentation; released Windows and macOS builds.
Game writer & narrative designer (Published projects) at Self-published (Itch.io)
July 29, 2026 - August 11, 2026
Developed and published interactive storytelling projects including a Ren'Py visual-novel prologue and a Twine (Harlowe) interactive-fiction work. Designed branching narrative structures with multiple outcomes, conditional dialogue, relationship variables, and consequence-driven survival results while maintaining narrative continuity. Wrote character-driven dialogue, cinematic scenes, and atmosphere-focused worldbuilding, including supporting lore documentation and project/reference materials. Built Ren'Py scenes with character positioning/expression and visual transitions, and released Windows and macOS builds.
Game Writer / Narrative Designer (Published Projects: Ren'Py Visual Novel Prologue, Twine Interactive Fiction)
July 29, 2026 - Present
Developed and published interactive narrative and visual-novel content, including Ren'Py scene construction and Twine (Harlowe) branching interactive fiction. Implemented branching storylines with conditional dialogue, relationship variables, multiple outcomes/endings, and morally distinct survival consequences while maintaining narrative continuity across routes. Wrote character-driven dialogue, cinematic scene directions, atmosphere/mystery-driven worldbuilding, and supportive lore/documentation. Produced project deliverables with platform builds (Windows and macOS) for the visual-novel prologue, and a browser-playable interactive-fiction release with documented terminals/ending paths.
Interactive Fiction Writer & Narrative Designer (Published interactive narrative) — Twine (Harlowe) at Independent (Published project)
July 29, 2026 - Present
Developed and published a browser-playable interactive fiction experience. Authored a 16,411-word story with 127 passages and multiple outcomes. Designed branching choices, relationship variables, conditional dialogue, alternate routes, and morally distinct survival endings. Connected player decisions to trust, character responses, story direction, and survival consequences while maintaining continuity across routes. Produced original characters, military-survival scenarios, lore, and developer documentation.

Education

B.Tech - Electronics and Telecommunication Engineering (Final Year) at Shivaji University School of Engineering and Technology, Kolhapur
January 11, 2030 - July 31, 2026
Diploma - Industrial Electronics at Walchand College, Sangli
January 11, 2030 - July 31, 2026
B.Tech – Electronics & Telecommunication Engineering (Final year in progress; expected graduation) at Shivaji University, Kolhapur
January 11, 2030 - January 1, 2027
Diploma – Industrial Electronics at Walchand College of Engineering, Sangli
January 11, 2030 - January 1, 2024
SSC at H.H.R.C. Patwardhan High School, Sangli
January 11, 2030 - January 1, 2022
B.Tech – Electronics & Telecommunication Engineering at Shivaji University, Kolhapur
January 11, 2030 - January 1, 2027
Diploma – Industrial Electronics at Walchand College of Engineering, Sangli
January 11, 2030 - January 1, 2024
SSC at H.H.R.C. Patwardhan High School, Sangli
January 11, 2030 - January 1, 2022
B.Tech – Electronics & Telecommunication Engineering at Shivaji University, Kolhapur
January 11, 2030 - January 1, 2027
Diploma – Industrial Electronics at Walchand College of Engineering, Sangli
January 11, 2030 - January 1, 2024
SSC – H.H.R.C. Patwardhan High School at H.H.R.C. Patwardhan High School, Sangli
January 11, 2030 - January 1, 2022

Qualifications

Add your qualifications or awards here.

Industry Experience

Gaming, Media & Entertainment, Telecommunications, Computers & Electronics, Professional Services
    Left to Die - Ripper in the Desert

    Left to Die – Ripper in the Desert is a branching military-survival interactive fiction project developed in Twine. The player takes the role of a soldier trapped behind enemy lines following an ambush, where decisions influence relationships between squad members, subsequent dialogue, and the eventual outcome.

    The project focuses on branching narrative, player agency, consequence-driven choices, character relationships, military dialogue, tension, and multiple outcomes. It contains approximately 16,411 words across 127 passages, with conditional narrative paths designed to encourage multiple playthroughs.

    I independently handled the project from concept through release, including story structure, dialogue, character development, relationship systems, branching logic, narrative continuity, editing, and implementation in Twine.