Narrative Design Portfolio
Welcome! I am a published fiction author and narrative designer. I have a strong passion for storytelling through words, games, and audio and visual mediums, especially when they work together to fulfill an artistic vision.
Though I began as a novelist, my love of storytelling has evolved beyond my novels and short stories. An avid video game player, I have developed a passion for interactive fiction that immerses the audience on a level different than linear prose. I draw upon my experience in writing prose and dialogue, plus world-building and character development, to create engaging choices that allow the player to drive their own story and revel in the outcomes of their decisions. Below, you will find details about my narrative design projects and shipped games.
Interested in learning more? Find my writing samples here.
Please don't hesitate to reach out for my resume and additional writing samples!
Terror at High Noon
After the last long cattle drive, you’ve almost made it home when you ride past the house of your old friend Mrs. Pickett. There is a foul smell in the air, and the eerie silence sends shivers down your spine. Do you dare enter the dark house to discover the fate of your friend?
Terror at High Noon is an interactive horror audio game set in the Wild West. Created first as a game for Amazon Alexa, it is now featured in the mobile game app Twist Tales by EarReality.
I learned and used EarReality's own TWIST software to write and develop over 20 choices and 7 distinct endings for this story. I wrote descriptive prose and compelling dialogue to set the scene in the player's mind while they listen to the voice actor's narration. I developed all characters and settings, crafted horrific monsters, and suggested sound effects to the audio and voice over team to enhance the terrifying atmosphere.
I enjoyed working with editors and incorporating their feedback from both story and technical design aspects, as well as communicating with the voice actor and art team to bring the finished product to life.
I used visual software to design branching narratives for Terror at High Noon. Some story outcomes are solely dependent on the player's choices, while others depend on variables similar to "dice rolls," such as whether or not a player's aim is true should they choose to fire their rifle at the monsters.
Titan Effect
Discover the world of Titan Effect, the tactical Espionage Science Fiction RPG created by Knight Errant Media.
Dive into five exciting interactive short stories to explore a unique world where psychic spies and bio-augmented soldiers fight in a covert war that has been raging for decades. Some want to make a difference, while others seek to shape the future of human evolution. Which side will you choose? Find out now and join the fight!
Titan Effect is an interactive science fiction audio game set in the existing IP world of the TTRPG Titan Effect created by Knight Errant Media. The audio game is featured in the mobile game app Twist Tales by EarReality.
I co-authored five interactive audio short stories set in the tactical espionage sci-fi world of Titan Effect. I contributed to the writing and development of original plots and characters while using settings and concepts that would be familiar and exciting for fans of the existing franchise. I researched the source material in depth and collaborated with the original creator to ensure my stories fit his vision for his world. I also suggested sound effects to the audio and voice over team to enhance the unique player experience.
Cryptic: Murder Mystery Story
Step into the World of Investigation! Begin your journey as a crime investigative reporter fighting to save her job. With your career on the line, delve deep into unsolved cases to uncover the truth behind the mysteries. Your choices matter in this interactive story filled with cryptic crosswords and logic puzzles. Navigate a web of intrigue, make critical decisions, and see how the story unfolds based on your actions. Can you solve the case?
Enjoy a captivating storyline brimming with suspense, drama, and unexpected twists in this thrilling crime game. Immerse yourself in the world of cryptograms and crime-solving, and experience an interactive narrative like never before.
Cryptic: Murder Mystery Story by Digigo is a murder mystery mobile game featuring an interactive visual novel and cryptogram puzzles.
- As lead writer of Cryptic, I:
- Lead the original story creation and development of the game's plot, characters, lore, and setting. The overarching plot is linked by an ongoing series of 10-chapter seasons that revolve around solving intriguing murder mysteries.
- Compose story briefs by season and delegate seasons to a team of writers, while also writing seasons of my own.
- Provide feedback to writers' outlines and chapters to ensure they adhere to the overarching plot, character details, and the overall spirit of the game. I maintain flexibility and welcome new ideas for story development in every step of the process.
- Write high-quality outlines and chapters of 1500-2500 words each, with multiple chapters delivered on a weekly basis.
- Work closely with the lead editor and project manager to discuss and implement feedback.
- Design engaging interactive choices to entertain players while providing opportunities for monetization
- Compose clues provided in-story, which are delivered to an in-house team to develop into cryptograms puzzles for players to solve.
- Provide input on the artistic design of background sets and character appearances.
Fireflies & Figments: A Willow's Journey
Adventure is better together! Using the buddy system, take control of two young adventurers as they journey deep into a mysterious forest full of fear and wonder, retracing the steps of teacher and KIN Willows founder, Hazel Willow, who disappeared over a century ago.
Fireflies & Figments: A Willow's Journey is single-player video game by GameCreateRepeat.
I wrote a short story included in the lore of the game known as a "campfire story." Campfire stories are in-game achievements the players can find, and they enrich the themes of the story. My campfire story is The Hunter's Lesson, which won first place in a contest run by indie studio GameCreateRepeat as recruitment for their campfire stories.
In The Hunter's Lesson, I take pride in my success in incorporating my story into the overall lore, themes, and spirit of the game. According to GameCreateRepeat, "It was a great, succinct tale about respecting nature that felt like it was pulled from myth, like something ancestors would have told around the fire as a warning. It was well written, and fit the theme perfectly."
Simulation Mars (My Success Story)
Living on Mars is your dream. You're now training in a test colony on Earth, competing for a historic prize: the role of commander for the first Martian Colony!
Simulation: Mars is an interactive visual novel game created for the mobile app My Success Story: Choice Games by Digigo. Incorporating the game's main theme of "success," Simulation: Mars focuses on the player's ability to become a successful commander in a test colony preparing for life on Mars, all while dealing with disasters, investigating a possible saboteur, and navigating a friends-to-lovers romance.
I wrote a dialogue-focused script, giving the player a fast-paced experience with frequent choices to drive the story forward. I created all of the characters, developed an exciting setting, and incorporated the game designer's requirements for "skill choices" and "diamond choices" aimed at education, entertainment, and monetization.
Simulation: Mars was released chapter by chapter, 3-4k words each.
Shadows of Legacy (My Success Story)
All you want out of life is to graduate from theater school and become a professional actress. But a mysterious clue is about to suck you into the undertow of a criminal empire.
Shadows of Legacy is an interactive visual novel game created for the mobile app game My Success Story: Choice Games by Digigo.
I wrote a dialogue-focused script, giving the player a fast-paced experience with frequent choices to drive the story forward. I created all of the characters, developed an exciting setting filled with romance and intrigue, and incorporated the game designer's requirements for "skill choices" and "diamond choices" aimed at entertainment and monetization.
Shadows of Legacy was released chapter by chapter, 3-4k words each.