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Infernal Affairs

"Infernal Affairs" is an ongoing solo-developed interactive game project that merges dark humor, horror, and bureaucratic satire into a surreal workplace simulator set in the afterlife. The player assumes the role of a low-level demon office worker tasked with managing ridiculous policies, scheduling misery-inducing tasks, and maintaining the illusion of productivity in a corporate interpretation of Hell. The project blends stylized 2D art with a gothic interface and employs intentionally banal and frustrating mechanics to make fun of work culture and the absurdity of bureaucratic systems.

I developed the project using the Godot game engine, designing all UI layouts, scene logic, and interaction systems in GDScript. The game’s core mechanic involves assigning tasks to demon employees—each with unique weaknesses, neuroses, and “misery thresholds”—to maximize organizational efficiency while deepening their existential torment. Players navigate this system through a desktop-style interface that mimics office management software, complete with fake applications, reports, and internal communications from Hell’s administration.

Earlier iterations of the game were prototyped in HTML, CSS, and JavaScript, where I established the foundational drag-and-drop scheduling system and the “Misery Index” calculation that tracks player performance. These mechanics directly informed the Godot implementation, serving as a proof of concept for how the game could merge management simulation with dark narrative humor. "Infernal Affairs" continues to evolve as a full scale game with additional narrative implemented to serve its purpose of a satirical spin on an office job afterlife and to make players relate and laugh.