Narrative
Unannounced Title
I worked to tie together worldbuilding and narrative with gameplay systems and content, and implemented scripted sequences/cutscenes and interactive narrative beats, NPCs, and mise en scène/environmental storytelling.
Judas
I architected and implemented the highly dynamic narrative and encounter content delivery, “villiany” system, and content traffic control for Judas’s player-driven roguelike story and gameplay content, as well as implementing scripted sequences for narrative beats, mission content, and mise en scène.
Unannounced Survival Game
I worked to architect narrative design content and tools, as well as implement NUX, missions, and dynamic story beats.
Thick As Thieves
I led narrative design for the project, including designing characters and backstories, story arc, narrative beats, and missions, as well as overseeing casting and direction for voice talent. I also worked on level design and mise en scène alongside artists for environmental storytelling and narrative cohesion.