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Minecraft AI-Training

MINECRAFT AI-TRAINING

Wrote NPC–player dialogue and narrative scenarios for Microsoft Research’s Project Malmo, using Minecraft-based environments to support AI training in navigation, problem-solving and communication. Contributed narrative content to early research prototypes used in machine-learning experiments.

Flameheart

FLAMEHEART

Developed the narrative concept for Flameheart, my original IP, a third-person shooter-adventure set on a dystopian Earth hiding a sentient planetary Core. Created the world, characters, factions, lore and main story arc, with a cinematic sci-fi tone built around mystery, action and humanity’s forgotten past.

Escape Corp

ESCAPE CORP

Developed Escape Corp., an original branching dark comedy about a burned-out executive drawn into a suspicious corporate retreat after a nervous breakdown. Created the concept, full script, characters, dialogue and branching narrative.

Rooms and Exits

ROOMS AND EXITS

Wrote storylines, characters and dialogue across three episodes of Rooms & Exits, a mobile escape-room game with over 10 million downloads. Used item descriptions and environmental clues to connect each mystery with the rooms, objects and puzzles players encountered.

Family Island

FAMILY ISLAND

Wrote character dialogue, quest text and story content for Family Island live-ops events and regular content updates. Also created new characters for those events, with light-hearted story beats and interactions that fit the game’s warm, family-focused tone.

Drift VR

DRIFT VR

Wrote the narrative for Drift VR, a zero-gravity exploration game where the player wakes in a spacesuit with no memory of their mission. Developed the dialogue, memory-based story reveals and atmospheric sci-fi tone, blending exploration with a more personal story about isolation and identity.

Jungle Society

JUNGLE SOCIETY

Developed Jungle Society, an original MMORPG concept set in a playful animal society that mirrors our own, full of rival factions, exploration, conflict and comedy. Created the game’s name, premise, world, characters and narrative direction, then designed progression, core features and environmental storytelling.

Boo Boo’s House

Boo Boo’s House

Developed narrative for a psychological horror adventure about a girl searching a corrupted house for her trapped sister while being hunted by the creature her father has become. I created the family tragedy, character motivations, the mysterious Obscura mirror, environmental storytelling, story-driven puzzles and a clearer prototype flow.

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vasja.stankovic@gmail.com Copy Email
Lisbon, Portugal

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