Long before Photon Loreworks, I used games as places to tell stories. I began making machinima during the early days of online worlds, often telling new stories within the established lore of the games I played. When player-created missions and UGC tools became more common, I went all-in on building original adventures. When those tools were not available, roleplay filled the gap and new memories were invented as those stories unfolded.
Storytelling also took the form of community events, in-game concerts, and shared spectacles that sometimes brought hundreds of players together. Those projects developed dedicated followings, introduced new friends, and eventually led to opportunities to work alongside game moderators and developers. However, I was still building at the edges of worlds created by someone else. Photon Loreworks is my flag, planted beside my first step into creating original worlds and telling stories that begin as my own.
My philosophy is simple: Everything should serve the story. Art, music, mechanics, writing, and technology should all enhance the world. If something does not fit, the idea must be removed. A feature is not worth keeping if it breaks the theme or pulls the player out of the experience.
Players will not remember loot tables, damage values, or the steps of a boss encounter. What stays with them is the story of hunting for a rare creature, failing against an impossible enemy, or finally succeeding alongside friends. The numbers make the game function, but the legends born from struggle, discovery, and shared excitement are what survive and become nostalgia.
Heart Light: Knight of the Gnomes began as a simple dungeon crawler experiment. It has grown into its own story about curiosity, courage, and the innocence of small gnomes in a big world. I think it's a rather fitting story to tell for a new game developer.