Writing for people. Designing for players.
My current creative focus is gamebooks: stories written to be read and played as one experience. I’m interested in how authored prose, reader decisions, and lightweight game systems can work together without losing the continuity or emotional weight of a story.
The person behind the process.
I’m Ricardo J Vazquez, a game writer and narrative designer bringing together games journalism, technical-support leadership, and original storytelling.
Support leadership has taught me to listen closely, notice where people get stuck, and communicate clearly. Games journalism brings a critical lens to how a game’s story, design, and presentation work together.
My creative work now centers on gamebook development. Alongside that focus, I continue to write across formats—from gameplay barks and screenplay to game pitches and browser-based narrative.
Start with the authored story
I develop characters, scenes, and prose with attention to voice and emotional continuity. The story is the foundation for the experience, not a separate layer beside the gameplay.
Give decisions a place in the narrative
I think about where a reader can act, what changes because of a decision, and how alternate routes reconnect with the larger story. Choices and encounters should support the fiction rather than interrupt it.
Build through revision
I work iteratively: draft, organize, test, and refine. Manuscript development, route planning, and clear documentation help me keep the writing and the playable structure aligned.
Gamebooks and supporting work.
Hija del Eterno is my current original Spanish-language gamebook project.
My supporting portfolio includes a playable browser narrative, a game-pitch presentation from my ELVTR final project, a screenplay sample, and gameplay dialogue. Intent & Play remains my independent editorial project.