More about Bjarke A. Larsen
I hail from Roskilde, Denmark. Send me an email.
I'm a danish writer and game designer trying to make stories in interactive and non-interactive forms. On the way I'm doing stuff that might be terrible, but that's part of it, no?
This is my blog, a collection of writing and games and thoughts.
If you are curious why someone would choose to have that kind of hair, read this.
If you have any other comments, ideas, questions, please don't hesitate to ask!
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Some of my work
I have written seriously since 2012, where I started writing a book for the NaNoWriMo competition.
Since then, I have written a book and a half, a multitude of short stories, poems, pieces and other oddjobs of writing, mythological pieces, to fantasy, to dialogue, to surreal poems and personal musings.
You can see my writing here, or if you've got less time you can check out one of the pieces here.
I write about knowledge, computers, magic and our struggle with identity—and many other things in between.
I typically write fantasy, but I focus a lot on characters and smaller, subtle stories, inspired by low fantasy, mythology, and games.
For the WAG (Write-a-Game) Challenge, I created a game called Eravola, about the Investigation of a Curse presented on a CRT monitor. It was awarded a runner-up position in the Amateur category and loved for its subtlety. You can play it here.
It was created in a month by me, with a custom dialogue and event system, and a linear-but-branching story.
I am currently hired as a programmer for Point Voucher, developing casual mobile games in Unity3D, but do not have anything announced yet (current ETA is January 2018).
I’ve created some jam games, like this wizard-physics game (Giant Bomb ROM#1), or this company breakdown management game (NGJ16), or this voice-controlled game about shaking the earth as a God (GGJ17, won 3 awards at GGJ@ITU in Copenhagen).
I’ve also experimented with Twine and made some short poetic Twine pieces, like this one.
During my studies, I've focused much of my time on interactive storytelling. This has yielded two publications, the first "The Moody Mask Model", an exploration of a social simulation through masks, and the other "The Narrative Quality of Game Mechanics", an exploration of how game mechanics can be used to tell stories in video games.
Both are published for the International Conference on Interactive Digital Storytelling (ICIDS) on Springer.
The last I fleshed out into my master's thesis, about The Narrative Quality of Games and Play, which can be read here. It is a longer, more thorough investigation of how games tell stories through more than what is typically considered the "narrative", and how the player and the author interact with the game to each contribute to the process in their own way.
Through my education, I also have knowledge about a range of other fields within media technology, such as programming (C#, C++), interaction design, HCI, signal processing (image and sound), film and screen media (where I was part of this short film), and perception and cognition of media.
I know a lot of different areas surrounding, relevant to, or otherwise used in game development, and I have had my hands in a fair share of disciplines. Don't hesitate to reach out if you are curious if there's something I can do!Download my resume
I am... (Personal Poem)
Games Spring 2015 - Present
You can see the games I have created here.
I'd recommend playing Eravola, an interactive text game about the Investigation of a Curse.
The Narrative Quality of Games and Play January 2017-June 2017
My master's thesis on The Narrative Quality of Games and Play was a continuation of the paper written the year before (titled "The Narrative Quality of Game Mechanics"), and this work was a much more in-depth look at the same themes, but expanded from not just mechanics but any part of a game's design and play, and how it uses them to tell stories to the player.
It is a long, academic look into the nature of narratives and games, and authors and players, and presents many reconciliations of the old debate and instead provides a new, formal solution for how to understand games and their narrative content.
It can be read here.
The Narrative Quality of Game Mechanics June 2016
A published paper based on course work during my Masters. A theoretical investigation of how game mechanics can be used to tell stories.
The Moody Mask Model Spring 2015
Writer, Author, Designer, Programmer
The Moody Mask Model is the outcome of my Bachelor project at Medialogy. It is a system for creating character that interact dynamically with each other and a player, for Interactive Storytelling.
A resulting paper was submitted and published in the ICIDS 2015 proceedings, and thus published on Springer.
I Made Coffee Autumn 2013
Script Writer and Editor
A short movie created for a course in my education.