THE APOCRYPHON OF JOHN (2025)
THE APOCRYPHON OF JOHN is an interactive world built as a kind of speculative commentary: a narrative you don’t just read, but navigate—where the interface is part of the meaning.
On the surface, it’s a surreal, game-like exploration with audiovisual “rituals” and small mechanical gestures. Underneath, it’s an experiment in whether a system can deliver tone and theology the way a scene does.
I treat constraint as the engine: limited palettes, deliberately “toy” scale rules, and interactions that feel slightly too literal—so that interpretation has to do work.
More than any single moment, what matters is the accumulation: the way repeated actions slowly shape a reading, like motifs do in film.
For me, it’s a continuing attempt to build narrative systems that are emotionally legible without collapsing into exposition.