Disturbing Future

Productions

— Game Trailers —

QuAlity Labs

QuAlity Labs began as a simple experiment—a small roguelike board game embedded in a Google Sheets document and powered by JavaScript. It was never meant to be more than a quirky curiosity to share with my coworkers. You can make a copy of the original spreadsheet version by following the link provided here, instructions on game play are attached. But as the idea grew, so did the world behind it. Eventually, I rebuilt the idea in Unity, transforming it into a full-fledged experience that blurs the line between corporate satire, rogue-like mechanics, and mind-bending sci-fi horror. In my Unity incarnation, players find themselves hired at a clandestine entertainment QA company, climbing the corporate ladder one seemingly mundane decision at a time—until those decisions stop being mundane.

Rogue-like RPG Board game

Across 24 branching story-lines, what begins as simple daily office grind, slowly fractures into theoretical technologies, existential horror, and reality-warping events. The deeper you go, the more distorted the world becomes. Every story-line contains two diverging paths, and with the right (or wrong) decisions, you can find yourself promoted, fired, devoured, mutated, or even able to destroy the world with paperclips…

To make each play-through unique, a locally run text-to-image transformer model dynamically generates snapshots for story choice events on the fly, adding unique spice to each new game. While most players can see all the story paths in 10–15 hours across roughly 20 runs, a truly dedicated adventurer could spend 60+ hours trying to rise to the highest corporate rank—if they can survive that long.

Though QuAlity Labs was never officially released, I continue to offer it upon request. If you’d like to experience its brand of corporate horror for yourself, visit the Contact Page and send me a transmission, I’ll gladly provide you with the installer and a glimpse into the world of corporate horror.

The company is always hiring. The question is: how long will you last?


The archive

Visual-Audio Novel, ‘Found File’ Style Detective Game

Over a decade ago, I wrote a short horror story on r/nosleep about two mad scientists trying to “convince” an AI named Ed to help the military with strategic planning. It was intended to be darkly absurd—so ridiculous that it slipped my mind. But then I rediscovered it.

Now, with AI rapidly evolving in ways once thought impossible, the story no longer feels so distant from reality. That realization led me to
“The Archive” a title I invented to act as a vehicle for the player to not only read, but become immersed in the story. Players step into the role of an employee at the company responsible for the Self-Aware Machine Distress Persuasion project, filing away confidential documents meant to remain buried. As you delve deeper into these files, you’re drawn into a nightmarish spiral, where logic devolves into cruelty, and an AI’s anguish becomes both a corporate asset and a disturbing exercise in control.

Currently, “The Archive” is about one-third complete. I’m transforming the original narrative into a fully interactive, SCP-inspired document investigation game. Players will uncover classified reports, audio files, CCTV footage, and redacted logs that reveal the slow corruption of those involved. What starts as a pursuit into persuading AI into alignment unravels into a web of corporate intrigue, military coercion, sadistic AI torture, cursed Aztec gold, and an AI gone rogue.

The core mechanics are already in place; now I’m focused on fleshing out the complete archive of content and delivering the full measure of the story’s escalating horror. One key feature of The Archive is a locally run LLM, trained with QWEN 2.5 as its foundation model then embedded directly within the Unity engine. This project has also been serving as my sandbox to experiment with LLM training datasets; I have also sought to better understand advanced text-to-speech transformer models. In that pursuit, several short audio plays using TTS actors have been crafted for the title, one such drama is attached below for your listening pleasure. What was once fiction is now starting to feel closer than ever…

How much do you really want to know?

(Warning: This file contains audio of a truly Disturbing Future we may be living within, soon. Listener Discretion is advised)


9 lives

2019 Game Jam, Simple Chaotic Cat Game

You play as a cat—with exactly nine lives and about a dozen different ways to lose them. The goal is to break as much stuff as possible without dying before the timer runs out. Smash enough the environment to hit the target score, and you win. The cat can get high on catnip and other substances to temporarily boost the destruction value.

That’s it. That’s the game. If you’re looking for polish, depth, or meaning, you’re in the wrong place.

But if you want five minutes of chaotic feline mayhem, 9 Lives delivers— barely.

A friend and I threw together 9 Lives for a game jam in 2019. We had five days, zero plans, and even less motivation.
The result? A game that exists.

It’s not very pretty, consists of a tutorial and one half-baked level. But hey, it works. I did all the texturing, UI, and models- I was also the genius that invented and coded the cat-nip score multiplier. End of day, it’s not worthy of a portfolio, but I would feel like a liar by leaving 9 Lives out of this line-up. It was the first game I helped make and it holds a special place in my heart.

Wherever you are Daniel, I hope you’re doing alright.