# Creator brief

## The useful angle

This is an interactive true-crime story for people who normally listen or watch rather than play. It is not a serial-killer power fantasy. It is about investigative attention, agencies that fail to share information and the city living between headlines.

## What to show

1. Putting on headphones and entering the first quiet minute at the Glassell Park scene.
2. Signing the scene record.
3. The removed window screen and available actions.
4. The fact that a player may skip procedure and the game records the omission.
5. The real-world Los Angeles reconstruction and absence of a generic horror HUD.
6. The fact that a complete non-gamer can move with one thumb and begin immediately.

## Accurate phrases

- “Historical investigative procedural”
- “An interactive true-crime episode”
- “Made for podcast listeners; no gaming experience needed”
- “A real manhunt with composite victims and detectives”
- “Procedure is recorded, never gated”
- “You are never the killer”
- “Built from real-world 1985 Los Angeles reference”

## Avoid

- Calling it a murder simulator.
- Suggesting the player hunts or attacks victims.
- Treating composite characters as real victims.
- Using old gameplay screenshots without a build date.
- Presenting campaign artwork as an in-engine screenshot.

## Disclosure

The landscape street and evidence-desk images in this kit are original campaign artwork, not gameplay captures. The current interactive episode is available at https://nightstalker1985.com/play/.
