Ivan Živanović

Game & narrative designer · MA Psychology

Available for freelance & full-time · Remote from Malta

I'm a game and narrative designer based in Malta, with a Master's in psychology. My thesis was a qualitative study on player motivation to play board games using the Self-determination theory as a framwork. I make story happen through what players do, and I use what I know about motivation to tune how it feels.

Most recently I was a game designer on Druid's Haven, an ecosystem tower defense made by a remote team of eight for the IndieCade game design internship. It placed 3rd overall and won Most Releasable Game. Before that I wrote and designed the mysteries for Inkvestigations, a detective game played by letter, and spent two years designing and illustrating a creature card game.

I'm open to full-time design roles and to freelance writing, design and playtesting work. Below are the games, and under each skill, the devlog passages where I actually used it.

Start here

Three passages from my devlogs that show how I work.

  • Narrative design · Research and narrative design for Forced Farewell →

    In Forced Farewell, a boy has been kidnapped and time is of the essence. In-world communication between the chief and the player isn't instant. Due to the urgency, they're sending telegraphs back and forth, instead of the regular letters, but time is still passing. I wanted to show the time pressure the characters are under with various ominous messages sent by the kidnappers. Since we had implemented the hints system where you'd get helpful messages from the chief every so often, I decided to use them to create the narrative and time pressure.

    For example, soon after taking up the case this message is sent along the usual answer:
    "Dear Mr. Holmes,
    I'm sending you an urgent telegram. We have received a puzzling message in our mailbox today. Unfortunately there are neither sender's nor destination address on it. No postmark to be found. The same style of cutout newspapers has been used to communicate the message.
    It simply reads: "The new address for the money is 221B Baker Street."
    I may sound reckless in asking your continued support, even though this appears to be a clear message saying the thieves know of your involvement, and possibly a threat to your person. I will ask your local force for two constables to stand guard at your place. It might be a prank, but we must be careful.
    Yours,
    Constable Wellington"

    This one is ambiguous, the next one carries a subtle clue, and the final one is basically directly revealing what happened, but the player (hopefully) gets the satisfaction of revealing it to everyone.

    Keep reading →

    6 Feb 2024 · Inkvestigations

  • Systems design · Design of Druid's Haven →

    The most important design question for Druid's Haven was what biodiversity even looks like in a game. I designed the initial system for it. Here is the full document, but to summarize part of it:

    There are three different types of plants (support, engineer, and deterrent), which provide something within the ecosystem (e.g. support provides resources). Planting diverse plants next to each other gives both a buff to show that species diversity is important.

    Each individual plant has randomized stats within a range (e.g. an oak has between 100-150 HP). Harsh conditions like heat or disease travel along the map and affect the plants. The random stats for plants are to show that not every plant will die under the same conditions, which is why we need genetic diversity.

    Towards the end of a level we would have cataclysmic events that heavily target one stat (which would kill a monoculture or specific plant), followed by a final wave to test the resilience of the ecosystem you've built.

    Keep reading →

    17 Jul 2026 · Druid's Haven

  • Playtesting & iteration · Playtesting stories →

    The most important part of playtesting is knowing what you are testing. For Oh, the French!, it was the atmosphere of the game as well as the ending. I asked on r/interactivefiction for feedback on my story, and even though Reddit is usually a terrible place for it, I got really lucky with one very kind player.

    The feedback mostly concerned the ending as the player wanted influence over it and the game was frustrating that. It came on too fast and was inevitable, which felt bad. At first I was dismayed because that was the whole point of the game.

    Thankfully, there are no real problems in feedback, only opportunities for more creative solutions. It helped me see that I had created a rude awakening, like throwing open the curtains to a midday sun. What I needed was a slow dawning. The same midday was coming, but gradual is more gentle on the eyes.

    So I introduced a finer gradient toward the ending, which I think made the game more successful.

    Keep reading →

    10 Apr 2025 · Oh, the French!

Skills, with evidence

Pick one to see the projects and the devlog passages where I used it.

  • User research

Tools

  • Figma / Penpot

Projects

Hover or hold a card for details.

Read all the devlogs →