Hey! I'm a writer and Narrative Designer for video games.

As a lifelong lover of games and stories, I’m passionate, a little ​rowdy (read: always up to something), and looking to ​nurture my growing game narrative skills in a studio ​setting.

MY PROCESS

As a narrative designer, I excel in establishing a cohesive theme within a game's story through narrative beats and character arcs. I strive to ensure that a game's major themes are consistent—not just within its written story, but also within its world and how a player experiences it.

My approach to game narrative:

  • The player. The reason why we make games in the first place. Most devs begin as players, and we love games so much that we decide we want to make them. It's a labour of love. Isn't it natural to prioritize the driving force behind what we do?
  • The visceral. The rawness of human experience being told, retold, and told again through video games. We bargain, we fight, we hope, we live, we die; but most of all, we continue.
  • The strange. In an age full of remakes and reboots (not limited to the games industry, either!) this aspect is vital to the creative process. You can't be afraid to get weird with it. 

INFLUENCE & INSPIRATION

Are we not, after all, the sum of everything we've ever loved? Here are a few key influences that inspire me to do what I do.

Film & TV:

  • Andor, Tony Gilroy
  • Brooklyn Nine-Nine, Dan Goor & Michael Schur
  • Game Changer, Dropout
  • Godless, Scott Frank
  • Twin Peaks, David Lynch​
  • The Batman, Matt Reeves

Literature & Poetry:

  • The Thing Is, Ellen Bass
  • Grief Lessons, Anne Carson
  • Do Androids Dream of Electric Sheep?, Philip K. Dick
  • The Left Hand of Darkness, Ursula K. Le Guin
  • On Earth We're Briefly Gorgeous, Ocean Vuong

“Trust everyone, but always cut the cards.”