About
Stories by Creepypoetics Games are written and developed by one person: Emily. That's me. But even though I develop and write them, I couldn't do this without the people who support me and look at my work.
I may be a developer, sure, but I do this as an adventurous and ambitious hobby. I've always been a novelist first and foremost, but I love games, and I'm so grateful to have this as a creative outlet.
My first game, Abandon, was a summer experiment while I was dealing with a traumatic family event. I have a contemporary fantasy trilogy (currently unpublished) with the characters in the game, but something limiting in novels is that narrative is linear. I wanted to see what it would be like if Sibyl had to make different choices—and actually, the player changes the conversations based off their own experiences. The story in Abandon is in itself alternative to the "canon" novels.
Besides that, I always wanted to make a game set in Hell that's heavily influenced by Dante's Inferno because the opportunity is so ripe to be able to speak to historical and mythical figures and go on quests for them and interact with them. The ability to directly interact and influence the story is a transformative experience pretty much exclusive to games.
I may be a developer, sure, but I do this as an adventurous and ambitious hobby. I've always been a novelist first and foremost, but I love games, and I'm so grateful to have this as a creative outlet.
My first game, Abandon, was a summer experiment while I was dealing with a traumatic family event. I have a contemporary fantasy trilogy (currently unpublished) with the characters in the game, but something limiting in novels is that narrative is linear. I wanted to see what it would be like if Sibyl had to make different choices—and actually, the player changes the conversations based off their own experiences. The story in Abandon is in itself alternative to the "canon" novels.
Besides that, I always wanted to make a game set in Hell that's heavily influenced by Dante's Inferno because the opportunity is so ripe to be able to speak to historical and mythical figures and go on quests for them and interact with them. The ability to directly interact and influence the story is a transformative experience pretty much exclusive to games.