Game Writing

Commercial games, experiences, and other projects I contributed to as a writer and/or narrative designer.

Games

FINAL FURY (SteamVR, Meta Quest)

An arcade-style fighting game reimagined for VR. As the lead narrative designer, I wrote character bios, lore, and backstories to inform development, directed voice-over, and helped ship a demo during Steam Next Fest.

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BeatBlocks (Roblox)

A music-based, asymmetrical multiplayer party game on Roblox. I was responsible for writing onboarding copy, as well as names and descriptions for cosmetics and earnable badges (i.e., Roblox’s version of achievements).

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The 8th Annual Bloxy Awards (Roblox)

An immersive experience featuring a fully-animated, narrative-driven awards show. Reached 855,000 peak concurrent players on launch and achieved a 90% positive sentiment rating within the Roblox community.

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Character Profiles

Edmund Holloway

A character concept for a fictional “medieval merchant” simulator set in the 1300s, showcasing my ability to develop a protagonist based on gameplay mechanics.

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Gedrel Vos

A reimagined character concept inspired by pre-existing artwork, highlighting my ability to develop a unique backstory and personality based solely on visual design.

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Roblox Action Figures & Playsets

I wrote hundreds of character biographies for the #1 selling toy in action figure collectibles (The NPD Group, 2019 & 2020). Check out a few of my favorites!

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Dialogue Samples

Maia Bark Sheet

Short, snappy voice lines for a feisty “lava bender” character you might find in a team-based hero shooter.

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Stuck in an Elevator

A short scene depicting three unlikely characters from different video game franchises getting stuck in an elevator.

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Merchant’s Fate Cinematic Script

A short, in-engine cutscene for a fictional “medieval merchant” simulator set in the 1300s.

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Writing Exercises

Help a Designer Out

What if, during development, a “crouch” mechanic was added to a horror game we were working on? How would that affect the story? This exercise tested my flexibility and adaptability as a writer, challenging me to come up with a new story concept that adhered to our design principle: “motivate the player to embrace the horror.”

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Run a Structural Diagnostic

Using John Truby’s “Seven Key Steps of Story Structure” (The Anatomy of Story), I broke down the underlying narrative mechanics of Crystal Dynamics’ Tomb Raider (2013) and analyzed why Lara’s journey made for such a compelling emotional experience.

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