Currently seeking a position as a fully remote game/narrative designer.

Who is telling your story?

I brand myself as a narrative designer, but in truth I am a multidisciplinary game designer who’s been telling stories for the game industry since 2013. I have works appearing on PC, mobile and VR, from writing for Gameloft‘s flagship titles to bringing life to Trebuchet‘s best-selling games, and many others, I have proven success in bringing games from initial concept to final delivery.

A successful game is one that gives players the space to tell their stories, and that can only happen when a team’s vision coalesces cohesively. That is where I thrive: in that nexus at the heart of the team, where everyone’s voices meet to shape the chorus that makes your game sing.

Work Samples

TREBUCHET – VR

I was hired to develop the overarching narrative of TREBUCHET’s as-yet unreleased game, Compass. This involved developing background lore, defining customs and cultures, creating NPC’s and writing their dialogue.

I worked with developers to create narrative implementation pipelines and customized tools according to the project’s needs.

I also provided narrative support for their other projects, as well as copywriting for the marketing department.

Self-published – PC – Mac – Linux

The Hollow is a game I wrote, designed and scripted in Unity with the contributions of an artist and a musician. It’s a short, narratively-driven dark fairytale with branching narrative paths and four different endings.

The game won the WAG Challenge and was later shared in the 2015 WordPlay exhibit at the Toronto Reference Library.

You can download the full game for PC here (33 MB) or Mac here (34 MB). It’s available for free at Itch.io here.

Gameloft – Mobile

The mandate was to design and then write dialogue for 7 original missions themed around an alien invasion in the open-world of Gangstar Vegas. The tone was lightly comedic and it was fully voice-acted.

After designing the missions, I worked closely with the Level Designers to balance the pacing, gameplay and implementation.

You can download the full script here or just samples of missions 5 and 7 here. Gangstar Vegas is available on mobile.

Various – PC – YouTube

I have occasionally lent my voice to various projects, granting me insight into the recording process for games.

I played the role of Gnat-Man in Magic Pants’ Heroes Never Lose. You can see examples in this video.

I wrote and voiced the trailer for TREBUCHET’s Prison Boss: Prohibition (you can watch it here).

Short stories – Visual Novels

When not engaged with project development I enjoy writing in my spare time, whether it be short stories, visual novels, or longer format prose. I love exploring the lore of established worlds and taking them in new directions, challenging myself to maintain the tones, themes and voice of those setting, or creating entirely new ones to play with.

In this example, I wrote a short story based on the lore of Fantasy Flight’s Twilight Imperium franchise. You can read a copy of it here.

Work History

2022 — 2025

Narrative Designer at TREBUCHET

Titles:

  • Compass (TBR)
  • Prison Boss: Prohibition
  • Broken Edge

2020 — 2022

English Teacher at ISART

2016 — 2018

QA Project Lead

Titles:

  • World Series of Poker

2016

Narrative Writer for Papurika.moe

Title:

  • Love Language: Japanese

2015

Independent Narrative Designer

Title:

  • The Hollow

2013 — 2015

Narrative Designer at Gameloft

Titles:

  • Dungeon Hunter V
  • Dungeon Hunter IV
  • Gangstar vs Aliens
  • Unreleased Crime Sim

2011 — 2013

Level Designer at Gameloft

Titles:

  • Modern Combat 4
  • Modern Combat 3
  • Asphalt (Unreleased)
  • Jurassic Park (Canceled)