About

The Creator

Worlds first. Everything else followed.

Hi, my name is Ricardo and I want people to experience deep lore and rich systems. Whether they are reading, playing, or building their own work, the goal is the same: immersion deep enough that the world feels real and the discoveries inside it feel earned. I want players to find my games challenging enough to make them think. I want readers to reach a revelation in the story and feel like it was inevitable even though they never saw it coming. I want to build worlds people find new things inside of.

That same instinct carries into the tools and sites I build for other people. Helping someone else realize their vision, whether that is an artist who wants a portfolio that actually reflects their style or someone ready to take their passion somewhere new, that is just another version of the same work.

With a lifetime of games and cinema I inadvertently learned what a good arc feels like and how to build a character or a scene. The pacing, the development, the ups and downs of a story told well. Eventually I went from experiencing those concepts to creating my own worlds. Every project I work on carries that in some form, whether it is a dungeon crawl, a novel, or an app a writer uses to organize their ideas.

What gets me genuinely excited is working with people who are passionate about their thing. Not a category of client, just anyone who has something they care about and wants to move it forward. Someone who loves food and wants an online presence for their truck. An artist who wants their portfolio to actually feel like them. Someone with a vision they have not found the right tools to realize yet. That energy is contagious and building toward someone else's goal hits the same way building toward my own does.

The Work

Dark fiction, dangerous worlds, deliberate craft.

Scripted Realms is the name for everything I make. The projects span formats but they share the same instinct: build something with enough internal logic that it holds up under scrutiny, and enough atmosphere that scrutiny is not the first impulse.

The fiction anchor is Ash and Echoes, a folk horror novel in progress. It follows two protagonists moving through a world where the corruption has been present long enough to become ordinary, which is its own kind of horror. The story is built around dread that accumulates rather than shocks, and a folk mythology developed specifically for it.

The tabletop work started with the Verdant Core, a campaign world built for the Pathfinder system with significant content already developed, and more in progress. Ashen Maw grew from it: a dungeon crawler module with its own encounter philosophy and original game mechanics built around how horror and exploration interact at the table. The design goal was a crawl that earns its tension rather than borrowing it from genre convention.

The Grimoire is a story planning app built for horror and gothic fiction writers. It handles the organizational work that long-form horror specifically requires: tracking which craft mechanisms you have used, where they appear in the manuscript, and whether the patterns you are building are intentional.

In early development is a dark fantasy platformer built in Unity, a personal passion project aimed at something I have not seen done the way I want to see it done. The goal is a deep and rich mechanic system with couch co-op at the center of the design.