Video Games

Kibou: The Guiding Light

Acting as a Narrative Lead, I’m developing the story, characters and world of Kibou, an action-adventure PC title being developed as part of a multimedia franchise. The project is currently in pre-production. I’m developing narrative documentation, visual scripts and screenplays as the project seeks future funding.

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Starbrew Cafe

I’m writing the ongoing story for Extra Dimension Games’ Starbrew Cafe.

Writing for a live-ops project is both thrilling and challenging. With a lot of gameplay already developed, my first challenge was to craft a narrative which added meaningful context to existing gameplay. Along the way, I’ve had a lot of fun defining a light-hearted tone, cliche-defying characters and juicy plot hooks to keep players anticipating the next chapter.

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Shadowrail Circus

The upcoming entry to the Weirdwood Universe had challenges. Its proposed story didn’t fit the project scope and it didn’t clearly integrate into the studio’s engine or game systems.

To create an achievable vision of the game, I found solutions to scale asset creation which were grounded in narrative. I also adapted the existing novel into a custom script format, and used visual scripting to depict game flow and systems integration.

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Mind of a Killer (Originals)

As a Narrative Designer on Glu’s story-driven mobile game, I was the scriptwriter, level designer, art director and play tester for the Mind of a Killer series. I brought each episode from concept, to Unity-readable branched script, to a playable game.

I’ve included a look at a number of narrative design features in short clips below.

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Mind of a Killer gave players agency by allowing them to solve crimes however they wanted.
Player choices were tracked to further drive emersion through compelling NPC interactions.
Players were given the agency to engage (or not engage) with romanceable NPCs.
Players were empowered by navigating action sequences how they saw fit.
Players could make story-altering decisions, such as deciding which NPCs would live or die.
Players could learn secrets about their favourite NPCs, contextualizing their narrative experience.
The narrative cast every major NPC as a suspect, contextualizing every Player – NPC interaction.
Choice was built into exposition scenes and codas to maintain player engagement.

Dash Punks

I wrote dialogue and character barks for this competitive 2.5-D platformer, which was conceived and developed by fellow VFS graduates. Most of the dialogue centred around tips for the players, however in keeping with the satirical nature of the concept, we kept things as sarcastic as we did informative.

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