Narrative Design, Interactive Story & Game Writing Excerpts
Below, you will find an assortment of excerpts from my interactive fiction stories, created for mobile games, audio games, and interactive visual novels. Happy reading!
Looking for my novel and short story samples? Find them here.
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Excerpt from Titan Effect (Twist Tales, in collaboration with Knight Errant Media & EarReality - interactive audio game)
TITAN EFFECT: MEMORY'S ECHO
Icy Siberian wind stings your face as you crouch on the roof of a truck alongside your small tactical team.
This is the first time you've left the training facility of the SPEAR Eastern Europe Unit since you arrived. The SPEAR--a secret organization dedicated to protecting psychics like you--took you in, an inexperienced ESPer with nowhere to go. So far, they've kept their promise of protection from multiple worldwide threats. Time for you to return the favor.
"Enemy numbers are low," your team leader, Novak, says as he eyes a walled compound ahead. "And it's not a big enough facility to house any elite psychic troops. Commander Terekhov wants a heavy assault. Get in, get the biotech, get out. And take out as many Directorate bastards as we can."
Novak looks at you. "You don't have combat experience, recruit, so you focus on getting that biotech. We succeed, and it's one less victim for the Directorate to torture in the name of psychic enhancement."
You brace yourself as the truck blasts through the compound's barbed wire-strung gate. Shots fire, but you dodge them and kick open the nearest door.
A wave of energy makes you stumble. The room is bathed in the wispy aura of a psychic vision. A shadowed figure skulks to a bare wall, opens a small, hidden compartment, and places something inside.
The vision recedes. Usually, your visions are clearer, but you have no doubt this one was showing a past event.
The illegal biotech is supposed to be further inside the facility, but this vision may be trying to tell you otherwise. You might be able to replay and enhance the vision with concentration, but that could waste precious time. Or you could trust SPEAR intel and head further inside the building.
Do you want to inspect the hidden compartment, enhance the vision, or head inside the building?
A) INSPECT THE COMPARTMENT:
You sprint toward the wall and feel for a hidden seam or switch.
"Nowhere to run, fledgling," a voice taunts from behind you, followed by a telltale click.
You spin around to see a tall woman and the barrel of a gun.
"You really fell for it." She gives a sly smile and taps her temple. "Nice to see my new augmentations work so well."
"You're a Baba Yaga agent..." you whisper, dread siphoning your adrenaline. Novak warned you about the Directorate's most elite psychic agents, but he assured you none would be here. Still, that vision was so hazy, you should have trusted your instincts that something was off.
The woman laughs. "Yes, I planted that vision in your head, little fledgling. Has the SPEAR taught you nothing?"
A sudden shot fires from the doorway. The Baba Yaga agent dodges the bullet while Novak grabs your arm and yanks you outside.
"But the biotech!" you shout.
"Too late for that with a Baba Yaga on the loose!" Novak says. "You wasted time; now we have to leave empty-handed." He glowers at you before pushing you into a run.
You're lucky enough to escape, but you failed your first SPEAR mission. You can only hope they'll give you a second opportunity to redeem yourself.
B) ENHANCE THE VISION:
You take a deep breath and expand your senses, probing the energy of the room for lingering auras. The vision reemerges, and this time, two crisp, uniformed Directorate agents stand before you.
"You sure you can do it?" one voice echoes.
"I'm certain," the other agent answers. She taps her temple. "My new augmentations work. They'll fall right into my trap."
With a blink, the vision disappears. A zap of psychic energy sends you into high alert. You spin around just in time to stop the lunge of the same woman from your vision. You raise your assault rifle and slam the butt against her temple. She rears back and stumbles, clutching her head.
Novak runs into the room. "What's going on? Damn, recruit, you just stopped a Baba Yaga agent!"
"A Baba Yaga?" You stare as Novak grabs the dazed woman and slams handcuffs around her wrists. He warned you about the Directorate's most elite psychic agents, but he assured you none would be here. But it makes sense. Only an enhanced telepath would be able to plant a false vision like that in your head.
Thanks to you trusting your instincts, your team retrieves the biotech and captures a high-value prisoner.
"You've earned bragging rights, now, recruit!" Novak says, clapping you on the back as you ride back to HQ. "I see a promotion in your future!"
C) HEAD INSIDE THE BUILDING
Novak's orders were crystal clear. Get the biotech and get out. You shake the vision away and enter a dark hallway that should lead to your objective.
You feel a surge of victory when you find the biotech right where SPEAR intel told you it would be. You place the complicated looking device in your backpack.
"I can see why the SPEAR recruited you, little fledgling," a woman says from the shadows. She steps forward with a sneer. "You didn't fall for my trap. It takes a strong mind to withstand a Baba Yaga's telepathy."
"A Baba Yaga?" you say, dread siphoning your adrenaline. Novak warned you about the Directorate's most elite psychic agents, but he assured you none would be here. "You planted that vision in my head!"
With a crash, glass rains down from a skylight.
"Recruit, get out, now!"
You look up and see Novak extending his hand toward you from the roof.
"She's too powerful," he yells. "This is a fight for another day!"
You jump and grab Novak's hand. You've got the biotech you came for. No point in tempting fate.
"Good job focusing on the mission, recruit," Novak says when your team is far from the compound. "But that Baba Yaga agent..." He shakes his head. "Clearly there's more to this operation than meets the eye."
END
Excerpt from Cryptic: Murder Mystery Story (Digigo - Mobile App Visual Novel & Puzzle Game)
//Study Interior
SYSTEM: You sneak upstairs to the mayor's study without incident, but you don't know how much time you have.
SYSTEM: You pull two pairs of gloves out of your purse and hand one to Devon before slipping on a pair yourself.
PLAYER: Here, take these. We can't leave fingerprints. //normal Devon: It's kind of scary how prepared you are, {playername}. //skeptical
PC: You expected less? <0> [arthurdrawer]
PC: Enough compliments. Let's get to it. <0> [arthurdrawer]
[arthurdrawer]
SYSTEM: You tiptoe to Arthur's desk and open the lowest drawer.
Devon: What's in it? //skeptical
PLAYER: This is... weird. //frown
SYSTEM: Under a box of cigars, you find an old video cassette tape labeled with tight, narrow handwriting.
PLAYER: The label says "Miles–2006." A video cassette tape in 2006? Seems outdated, even for then. //skeptical
Devon: Well, I doubt we're going to find a VCR in here. //normal
PLAYER: Let's take it with us. //smirk
Devon: Here's where that "borrowing" vs "theft" conversation I promised you comes in. //frown
PLAYER: Oh, hush! I know you're as curious as I am. //skeptical
SYSTEM: You get a grunt in response and nothing more. Devon looks away as if to say "Just don't let me see you do it."
SYSTEM: You slip the tape into your purse.
Devon: I don't hear anyone coming. I think we're clear for now. Should we keep searching in here, or check out the wine cellar? //normal
PC: {gems:18} Search the study for another clue. <10> [morestudy]
PC: Move on to the wine cellar. <0> [gotocellar]
[morestudy]
PLAYER: Let's keep going. Who knows when we'll get another chance in here? //smirk
SYSTEM: You open more drawers in Arthur's desk. You shuffle through papers, but nothing sticks out at first.
PLAYER: Wait, what's this? //shocked
SYSTEM: You pull out a yellowed envelope bulging with papers.
PLAYER: Look, it's the same handwriting as on the videotape. The envelope says, "Joseph Kane." //normal
Devon: Kane? //frown
SYSTEM: Loud voices echo down the hall.
Devon: That might be important. But we're running out of time. Let's get to that cellar. //shocked
SYSTEM: You nestle the envelope beside the tape in your purse. You lead Devon down to the wine cellar.
//Wine Cellar
Devon: Lucky you know your way around so well. How long did you and Miles date? //normal
PLAYER: Two years. //sad
PLAYER: But with all this suspicion on him now... //sad
PC: I'm starting to get over him real fast. <0> [gotocellar]
PC: I'm devastated. <0> [gotocellar]
[gotocellar]
SYSTEM: The wine cellar is filled with racks of countless bottles.
PLAYER: Look at that one! //shocked
SYSTEM: You point to a single bottle displayed under a spotlight on the back wall.
SYSTEM: Devon lets out a low whistle.
Devon: This is a seriously good vintage wine. The year is 1985. //shocked
PLAYER: Look, there's a sign on this shelf under the bottle. It says, "For special occasions." //normal
PLAYER: Hey! "The prize bottle was a good year." This must be the prize bottle from the clue! //smile
Devon: I'll buy that. But then what's this? //skeptical
SYSTEM: Devon fingers to a security keypad lurking beside the shelf, just outside of the spotlight.
PLAYER: This must be amazing wine if it has its own security system. //shocked
Devon: I don't think that's what this is. The wiring goes into the wall, so I can't see what it secures. //skeptical
Devon: But the walls of the bottle case are translucent, and I don't see any wires leading to the door or its own brass lock. //normal
PLAYER: Is there a chance then that whatever that is guarding is what my source really sent us here to find? //skeptical
Devon: Maybe. But we'd better be careful. I know this model. It uses a four–digit code, but it only allows one attempt. //normal
Devon: An alarm will go off if we get it wrong. //frown
PLAYER: That doesn't sound good, but we've made it this far. //sad
PLAYER: Let's see... My mystery texter hasn't given us anything we weren't already prepared to solve yet. //normal,t:thought
PLAYER: And we've found two important numbers so far. 2006 from the tape, and 1985 from the bottle's date. But which? //sad,t:thought
PC: Enter the code 2006. <0> [incorrectcode]
PC: Enter the code 1985. <10> [correctcode]
[incorrectcode]
PLAYER: I bet it's 2006. That's the date written on the videotape we found. Maybe it's connected. //smile
SYSTEM: You push the buttons on the keypad, 2–0–0–6.
SYSTEM: An alarm blares! It drowns out the murmur of the party. Shortly after, footsteps echo down the hall as they grow closer.
PLAYER: Oh no! I got it wrong! //shocked
DEAD END: You've reached a dead end! You are caught trespassing and kicked out of the mansion. You cannot continue solving crimes!
PLAYER: It was 1985! //shocked,t:thought
GOTO: [correctcode]
[correctcode]
PLAYER: "The prize bottle was a good year" was the clue that led us here, and this bottle is from 1985. //smile
SYSTEM: You push the buttons on the keypad, 1–9–8–5. You jump back as the entire shelf swings inward.
PLAYER: It's a secret door! //shocked
Devon: You got it! Nice work, {playername}! Now let's get in there. //smile
PLAYER: Are you actually excited, Parker? //smirk
Devon: Ah, I gotta admit– a secret door is pretty cool. //smile
Excerpt from Terror at High Noon (EarReality's Twist Tales - Interactive Audio Game)
You reach a new room at the end of the hallway. If memory serves, you believe that this is a small sitting room where you and Mrs. Pickett often played cards. [rocking chair creaking sound] A rhythmic creaking sound issues from the corner of the room. You squint and see a rocking chair is turned away from you, someone sitting within. It must be Mrs. Pickett! Do you speak to her or stay quiet?
Options: speak / stay quiet
Custom reprompt: 59235b.wav
Do you speak to Mrs. Pickett or stay quiet?
038a - speak
Audio file: 59236.wav
Duration: 24.699841 seconds
[YOU, nervous]: "Mrs. Pickett?"A strange gurgling sound comes from the person in the chair. [YOU]: "Mrs. Pickett?" you ask again.You approach the rocking chair and see the back of a woman's head, wearing a floral bonnet Mrs. Pickett often wears. You place your hand on her shoulder. [gargled, wordless yell sound] You gasp when the woman grabs your hand and digs her long fingernails into your skin.
038b - stay quiet
Audio file: 59238.wav
Duration: 10.027854 seconds
You sneak up on the rocking chair, trying to suppress the jingle of your spurs. You can't be sure if danger awaits you or not, given your strange surroundings.[gargled, wordless yell sound]
040 - follow Mrs. Pickett
Audio file: 59246.wav
Duration: 77.568375 seconds
Mrs. Pickett jumps up from the rocking chair and scurries into the next room, from which a damp cold secretes.You dash after Mrs. Pickett into the room but skid to a stop.An enormous sinkhole gapes in the floor, stretching wide like a giant beast's yawn. A quick glance over the edge reveals green and black mold growing from its depths, creeping upward in patterns like tree branches. Only darkness looms beyond.[door slamming sound]The door slams behind you. You turn around. Mrs. Pickett is blocking your way out. You let out a horrified cry as black and green mold creeps up the woman's neck from under her dress. Streaks crawl up her face, flooding her mouth with sludge and penetrating her wide eyes. The mildew creeps to her hairline, wriggling under her bonnet and flowing into her blonde hair until it is stained black.A grotesque, fungus-crawling creature stands where Mrs. Pickett once was, inhuman aside from its shape.[gargled, wordless yell sound]Mrs. Pickett lunges at you. Her rancid hands reach for your throat. You could fight Mrs. Pickett, but you'd risk losing. Or you could climb down the sinkhole to escape, hoping a tunnel will lead you outside. Do you fight or run?
Options: fight / run
Custom reprompt: 59246b.wav
Do you fight or run?
041a - raise their weapon
Audio file: 59247.wav
Duration: 6.962200 seconds
You could blast Mrs. Pickett with your rifle, or you could charge at her with your axe. Will you use the rifle or the axe?
Options: rifle / axe
Custom reprompt: 59247b.wav
Will you use the rifle of the axe?
041b - run down sinkhole
Audio file: 59249.wav
Duration: 9.430748 seconds
You launch yourself over the edge of the sinkhole and start to climb down the wall as fast as you can, grasping jutting rocks, all slick with foul mold.
042a - rifle fight Mrs. Pickett
Audio file: 59255.wav
Duration: 5.884688 seconds
You aim your rifle barrel at Mrs. Pickett and shoot.[gunshot sound]Does it hit?[dice roll sound]
[dice: Random number between 1 and 6]
[weapon: Set to 5]
042b - axe fight Mrs. Pickett
Audio file: 59256.wav
Duration: 6.233813 seconds
You charge straight at Mrs. Pickett and swing your axe.Does it hit?[dice roll sound]
[dice: Random number between 1 and 6]
[weapon: Set to 6]
043b - miss Mrs. Pickett rifle
Audio file: 59264.wav
Duration: 2.923787 seconds
Your bullet whizzes by Mrs. Pickett's shoulder.
043a - hits Mrs. Pickett rifle
Audio file: 59267.wav
Duration: 8.652381 seconds
Your bullet hits Mrs. Pickett square in the chest. Dark green mold oozes down her dress. She staggers but doesn't fall.
043c - hits Mrs. Pickett axe
Audio file: 59269.wav
Duration: 11.323537 seconds
Your blade cuts deep into Mrs. Pickett's chest. Dark green mold oozes down her dress. She screeches and staggers back as you yank your axe back out of her flesh.
043d - miss Mrs. Pickett axe
Audio file: 59270.wav
Duration: 2.926599 seconds
Your blade swings past Mrs. Pickett's shoulder.
050 - dog helps attack Mrs. Pickett
Audio file: 59273.wav
Duration: 17.111701 seconds
Rusty snags Mrs. Pickett's thigh between his jaws. She shrieks and falls. Mrs. Pickett writhes on the floor and kicks Rusty in the jaw. Rusty whines and looks at you with worry before running back through the dog door, but you hold hope that Rusty hasn't abandoned you yet.
051 - creatures drag player into sinkhole
Audio file: 59274.wav
Duration: 12.723855 seconds
Something slimy wraps around your ankle. You scream and look down. A creature, human-shaped and covered in grime like Mrs. Pickett, roars at you from the sinkhole. It yanks you into the hole.
045 - what will Mrs. Pickett do next?
Audio file: 59275.wav
Duration: 7.920113 seconds
Mrs. Pickett's green-filmed eyes widen. You feel frozen in terror, helplessly waiting for her next move.
055 - sees dynamite
Audio file: 59300.wav
Duration: 31.459955 seconds
Your back hits moist soil. You kick the creature in the face, hard, and scramble to your feet.Slimy earthen walls surround you. A kerosene lantern glows a few feet away.A large pile of dynamite sticks sits nearby. Mrs. Pickett must have been planning on killing the creatures before the parasitic fungus took over her body. The sinkhole has a tunnel running through it, giving you two potential routes of escape--right or left.But to your horror, the walls begin to crawl as if alive.
The Hunter's Lesson (GameCreateRepeat, 2022 - Video Game - A short story for in-game lore book achievement)
"Arise, Great Hunter," a thunderous voice echoed through the hunter's head. "Your challenge is set."
"A challenge?" the hunter said, shaking off the haze of sleep. His night in the forest had been disturbed by rustling leaves in the dark and the hoot of an owl as it swooped low through the trees. Sleep had been too long in arriving, and he wished he could lie down once more.
"Hunter," the voice boomed again. "Arise!"
The hunter shot up from his bedroll and gasped at the sight of an enormous, mighty stag standing amongst the trees. His antlers soared to the heavens, seeming to entwine with the tree limbs themselves as if he were an innate part of the forest.
"A challenge, indeed," the hunter said with a determined smile. His belly was full from his successful hunt the day before, and yet still, he reached for his bow and found his feet.
The stag did not move. He stared at the hunter with large, round eyes that held a depth no animal's should.
The hunter shrugged off the weight of foreboding that tried to settle upon his shoulders and shouldered his quiver of arrows instead.
"I accept your challenge," he replied.
The stag bolted.
The hunter gave chase. He dashed through the woods, leaping from rock to earth, over roots and through brambles, all in pursuit of the magnificent beast. So bold, was he, that he flew through the trees as if racing the wind. But the stag was swifter at every turn. Leaves whirled around his hooves, and his elaborate antlers swept aside tree bows as he passed.
The hunter's chest felt tight around his pounding heart, each breath more belabored than the last. He almost gave in to his exhaustion and defeat, but the stag broke into a clearing and stopped.
With a thrill in his heart, the hunter stopped at the edge of the brilliant meadow with sunshine pouring from the open sky. The stag stood upon a boulder in a beam of sunlight, glowing and vibrant with life. He stared down at the hunter, the challenge still fervent in his deep brown eyes.
The hunter slowly drew an arrow from his quiver and knocked it to his bow. He let out a slow breath, ignoring the thump of uncertainty in his chest. He had not become a hunter of such skill and renown by backing down when his prey was finally in his grasp. He aimed his arrow straight at the stag's heart.
"A challenge no more," he whispered. He loosed his arrow.
The arrow flew true, straight to the heart of the magnificent creature. Yet when it hit, a flash of light exploded from its tip and blinded the hunter for a second's time. When he looked up again, he fell to his knees.
A child stood where the stag had once been. The young boy's eyes were closed, and for a terrible moment, the hunter thought he had killed him with his skillfully aimed arrow. But the boy opened his eyes and smiled.
"Arise, Great Hunter," the boy said in a gentle echo of the stag's challenge. He walked with light, slow steps toward the hunter and offered him his hand. In awe, the hunter took it and stood on wavering legs.
"Why?" the hunter asked.
"A life is a life, is it not?" the boy replied. "You would take the stag's life for sport, yet you would regret taking mine. Do you see your error?"
The hunter nodded. "I do. I do not deserve your kindness, but thank you for teaching me. But what are you, child? Animal or human?"
The boy smiled. "I am a lesson, nothing more. Take heed of this moment and remember the preciousness of life."
The boy disappeared into the sunlight. The hunter smiled. He left the forest that day empty-handed, yet fulfilled.