In development · Playable prologue

Bodfish

Designer · Developer · Composer

A narrative game adapted from a short story written by my father — built so it feels like playing a film.

The story behind the story

Bodfish began as a short story written by my father. Adapting it into a game is a father-and-son collaboration: he wrote the world, and I'm building the way you move through it — the branching narrative, the mechanics, and the music.

The design pillar is simple and stubborn: it should feel like playing a film. There are no cutscenes. Every scene is expressed through a purpose-built mechanic — a quiet conversation becomes a driving game — so the player transitions fluidly between story moments and gameplay, and never stops playing the film.

At heart it's a choose-your-own-adventure: a branching story designed for a roughly three-hour full release. I'm de-risking it the way I'd de-risk any product — with a playable prologue proof of concept before committing to the full build.

Scenes from the prologue

How it's built

What's next

Currently building: the playable prologue — proving the no-cutscenes pillar scene by scene ahead of the full release.