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Projects

DigixArt Studios

I worked as a Quest Designer on Tides of Tomorrow. This game was an especially interesting challenge from both a narrative and level design perspective. The game is a branching, asynchronous multiplayer, narrative game.

When the player reaches a new area, the state of the location, the characters present and the main quest can vary drastically based on the choices made by the last player to play in that location. This means that each beat of the game mutates to reflect the actions of other players as well as the players own decision creating a story that is unique to the player.

Moon Studios

As a Quest Designer I wrote and implemented many of the game's quests as well as contributing to developing a sandbox overworld suitable to the needs of both the narrative and level designers.

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I redesigned and prototyped several narrative systems such as how to implement dialogue, waypoints, journal entries, handling localisation methods etc. The intention being to streamline the process for implementing narrative content and empower our writers, who had little to no in engine experience, to implement and test their own work in the Unity editor.

OBSIDIAN

As a Narrative Designer I was responsible for the writing and implementation of twelve side quests and one critical path quest. I also provided world design, making the world feel more alive with NPC barks, ambient activities, diary entries, item descriptions and the exhibits in the games museum.

All work was done using Unreal and Obsidian's in house tools.

Bioshock 4

Cloud Chamber

Game Source Studio

Mahokenshi, is a deck building strategy game made by Game Source Studio. I worked on Mahokenshi in the capacity of a Narrative Designer. Working alongside their team I helped design their localization solution, their quest implementation pipeline, wrote dozens of quests, drafted card descriptions and reviewed/drafted the game's core narrative.

Black Shamrock

As a Narrative Designer for this branching narrative game, I wrote and implemented quests and dialogues as well as the content of fellow writers with no editor or branching narrative experience.

I worked on the design of our dialogue, quest and localization systems.

 

As a level designer, my responsibilities extended to overseeing 20% of the explorable game spaces. This included puzzle creation, combat encounters, managing ambient NPC populations etc.

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