John Winter
Babel of Dreams draws from a lineage of speculative fiction that has long grappled with the costs of paradise. The game's visual language and narrative structure pay homage to the golden age of point-and-click adventures: LucasArts' capacity for environmental storytelling (Day of the Tentacle, Monkey Island), Broderbund's (Myst, Riven) commitment to worlds that reward patient exploration). But its thematic concerns reach further back, to a constellation of writers who understood that humanity's greatest prisons are often those we mistake for salvation.
John Winter
MFA Graphic Design
I am a multidisciplinary designer and developer bridging technical engineering and
creative storytelling. My background integrates audio engineering, graphic design,
and web development to build immersive digital experiences. Currently, I am developing
a parafictional operating system (win99.dev) and a sci-fi point-and-click adventure
game (babelofdreams.com) inspired by 20th-century literature.
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