You will get an architect to turn your game lore into deterministic gameplay systems


Project details
Great lore is useless if the player cannot feel it through the controller.
Most game teams treat world-building and mechanics as separate disciplines. The
narrative team writes the story, the systems team writes the rules, and the two
documents meet poorly in production. The result: lore on the wiki, mechanics on
the HUD, neither aware the other exists.
I close that gap before production begins.
Your world's mythology becomes hard mechanical constraints. Faction philosophy
becomes a damage modifier. Covenant structures become resource scarcity conditions.
Lineage systems become deterministic combat bonuses with zero RNG. The story is
the system.
WHAT YOU RECEIVE:
A rigorously formatted design document mapping your narrative concepts to game
mechanics — ready to hand to your team as a build authority, not a mood board.
Every decision includes design rationale so your developers know not just what to
build, but why.
BEST FOR: Developers with a compelling world who need it translated into something
their programmers can actually build.
Most game teams treat world-building and mechanics as separate disciplines. The
narrative team writes the story, the systems team writes the rules, and the two
documents meet poorly in production. The result: lore on the wiki, mechanics on
the HUD, neither aware the other exists.
I close that gap before production begins.
Your world's mythology becomes hard mechanical constraints. Faction philosophy
becomes a damage modifier. Covenant structures become resource scarcity conditions.
Lineage systems become deterministic combat bonuses with zero RNG. The story is
the system.
WHAT YOU RECEIVE:
A rigorously formatted design document mapping your narrative concepts to game
mechanics — ready to hand to your team as a build authority, not a mood board.
Every decision includes design rationale so your developers know not just what to
build, but why.
BEST FOR: Developers with a compelling world who need it translated into something
their programmers can actually build.
Language
EnglishWhat's included
| Service Tiers |
Starter
$150
|
Standard
$350
|
Advanced
$750
|
|---|---|---|---|
| Delivery Time | 2 days | 4 days | 7 days |
Number of Revisions | 1 | 2 | 3 |
Story Development | - | - | - |
Interactive Dialogue | - | - | - |
Gameplay Mechanics | - | - | - |
Sales Copy | - | - | - |
Optional add-ons
You can add these on the next page.
Fast Delivery
+$75 - $300
Additional Revision
+$50
Story layer add-on
+$75
Dialogue framework add-on
+$75Frequently asked questions
About Sheldon
Game Systems Architect | Lore-to-Mechanics | Pre-Code GDD Authority
Evans Mills, United States - 9:35 am local time
Over the past year, working independently with AI as my primary thinking partner, I've built two substantial, interconnected bodies of work: a constitutional AI governance and reliability framework stack, and a complete, production-ready methodology for narrative game design.
AI Reliability & Governance Architecture
I design certainty-scoring and reliability infrastructure for AI systems — frameworks that tag every claim by its epistemic status (data, reasoning, strategic projection, or open question) so nothing is presented as more certain than it actually is. This includes FSVE, a scoring engine for AI outputs that has gone through repeated internal red-team revision cycles to close gaps as they're found, and a complete cryptographic timestamping and sealing protocol for provenance and audit trails.
World & Systems Design
I architect game worlds the way I architect AI governance — as interlocking, internally consistent systems that hold up under adversarial pressure. I built a reusable AAA-tier lore/story-bible methodology, then used it to produce a full portfolio demonstration: The Salary of a Dream, a narrative RPG lore bible grounded in primary-source Shinto mythology (Kojiki, Nihon Shoki) and Ainu tradition, with every faction's design directly derived from a documented myth rather than invented from scratch.
The companion Lore-to-Systems Bridge document translates that narrative foundation into a complete systems-design vocabulary — variable architecture, progression gates, NPC behavior state machines, and a full data model — without prescribing engineering, so a systems team can scope a real GDD directly from it. Together, the two documents demonstrate the full pipeline: myth research → cosmology → faction architecture → systems translation → production handoff.
How I work
Every framework I build — whether it governs an AI system or a fictional world — goes through adversarial self-review before I call it done. I actively try to break my own designs before showing them to anyone else. I'd rather tell you what's unproven and what's solid than blur the line for the sake of a better pitch.
ORCID: 0009-0005-8057-5115
Steps for completing your project
After purchasing the project, send requirements so Sheldon can start the project.
Delivery time starts when Sheldon receives requirements from you.
Sheldon works on your project following the steps below.
Revisions may occur after the delivery date.
Lore ingestion and translation mapping
I ingest all provided lore, identify faction structures, power hierarchies, and mythological frameworks that carry mechanical potential.
Mechanic translation — lore becomes rules
Faction philosophy becomes damage modifiers. Covenant structures become scarcity conditions. Each lore element mapped to a hard constraint.