Novel length videogame concept script, which follows an Instagram model who ends up stranded on a desert island. The novel has a choose-your-own-adventure structure.
- Content Producer
- Game Developer
- Story Producer
- +2
I’m Naz Osman, a writer and creator based in London, working at the intersection of character-driven branching narratives and interactive storytelling.
I’m Naz Osman, a writer and creator based in London, working at the intersection of character-driven branching narratives and interactive storytelling.
I’m also a trained interactive and computational arts practitioner with experience developing narrative video game concepts, plus a background in Children’s A&E that keeps me grounded in real human moments. Whether I’m prototyping interactive fiction in Twine or shaping a full novel-length story bible, I aim to make worlds that invite discovery and characters that stay with you.
Novel length videogame concept script, which follows an Instagram model who ends up stranded on a desert island. The novel has a choose-your-own-adventure structure.
Poetic mobile game - the player must complete treasure hunt minigames in the beach city NYMPHLAND, unlocking rewards and, most preciously, poetry. Playable excerpt: https://www.twine.net/signin
Videogame which allows the player to play as Anne Boleyn and make choices that will lead to a different outcome to that of her historical beheading. Playable excerpt here: https://www.twine.net/signin
Developed a novel-length video game concept script and narrative framework centered on desire, self-presentation, and relationship-building. Focused on character-driven storytelling and interactive narrative sensibility suitable for a game adaptation, with an emphasis on voice, social dynamics, and evolving interpersonal stakes.
Created an interactive, branching narrative experience placing the player as Anne Boleyn in the Tudor court. The project uses multiple-outcome structures where each choice unlocks different paths of events, designed around character development, romance/relationship arcs, and dialogue-forward storytelling. Produced an interactive prototype written in Twine and published on itch.io, focusing on narrative interactivity, world-building coherence, and replayable story structure.
Worked in a high-pressure emergency setting supporting children and families in acute distress. Provided rapid emotional attunement and communicated in ways that matched what individuals needed in the moment, handling difficult conversations with parents and adapting information delivery depending on the recipient. Observed and learned from hundreds of families across a wide social range to better understand how people speak, behave, and decide under stress—material that informs character writing and dialogue realism.
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