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My Work


Whisper Castle (Microfun)
Co-leading all narrative work on Whisper Castle, a new story-driven casual merge game.


Wylde Society (Studio Drydock)
Worked on period fantasy life sim Wylde Society, followup to the hit game Wylde Flowers. Designed and wrote branching narratives, character vignettes, and romance paths.


Unannounced AAA Title (Sony Santa Monica)
Worked with the team behind the God of War games to develop and implement narrative content for an unannounced upcoming AAA project. Worked in proprietary tools to create emotionally resonant narrative moments.


Unannounced Title (Possibility Space)
Designed responsive narrative architecture and systems for an ambitious multiplayer narrative project. Designed core game loops for narrative engagement and created structures to give players tools for shared collaborative storytelling.


Project Sirius (The Molasses Flood / CD Projekt)
Worked in proprietary toolset to design and build reactive branching quests and character simulation story systems for an upcoming AAA multiplayer live service title in the Witcher franchise. Worked closely with franchise lore masters to ensure IP accuracy. Ensured narrative scope aligns with production plan and tool capabilities. Mentored junior team members.


Gossip Harbor (Microfun)
Supported narrative development of chart-topping casual merge title, from conception through launch and into live support.


Unannounced Scalar MMO (Ubisoft Stockholm)
Built procedural narrative systems for an unannounced MMO title, with a focus on integrating narrative-driven quests with a simulation-driven world and realtime narrative game mastering in response to player activity. Supported worldbuilding, design, and writing for an original IP.


Merge Fables (Microfun)
Led all narrative work for the development of new casual merge title, including supporting all character design work and writing all dialogue and text content for the initial launch and first six months of live support.


Puzzle Legends (Microfun)
Overall creative lead on mobile character-driven gacha puzzle RPG. Worked closely with artists on character designs, giving rapid feedback to ensure a diverse cast with thoughtful representation. Led worldbuilding and wrote episodic character-focused stories. Collaborated with designers to fluidly integrate gameplay and storytelling, including diegetic justifications for gameplay modes, game mechanics, and UI. Recruited, hired, and coordinated a diverse writers’ room of remote freelancers to create more characters, stories, worldbuilding, and other game content.


Dziobak Larp Studios
Designed and wrote numerous immersive larp experiences, adapted licensed intellectual properties, wrote web and marketing copy. Managed volunteer crew operations and onsite narrative direction. Worked with dozens of fellow writers, set designers, prop makers, and videographers to bring new worlds to life. Created storylines and game mechanics to take advantage of physical spaces, turning the challenges of unique locations (including multiple castles, a museum, and a casino) into narrative elements.
(And if you want to know more, this is a deep dive into why I left: https://kotaku.com/poor-pay-abuse-and-harassment-how-the-worlds-biggest-1842415354 )
(And if you want to know more, this is a deep dive into why I left: https://kotaku.com/poor-pay-abuse-and-harassment-how-the-worlds-biggest-1842415354 )


Event Horizon
Designed and launched new destination larp event. Oversaw worldbuilding, character creation, and narrative development. Successfully raised $50,000 via Kickstarter for first event. Created branching narrative structure for weekend-long events and responded in realtime to player choices to keep the storyline flowing. Managed onsite logistics, volunteer crew operations, and participant workshops. Tracked and coordinated simultaneous parallel storylines for 100+ players and NPC characters. Created game mechanics to integrate experimental tools from the UCSC Wearable Technologies lab, custom-built app software, and a private Discord server to simulate the experience of being in a fully realized sci-fi world.


New World Magischola (Learn Larp LLC)
Organized storylines and NPCs for destination blockbuster larp event. Designed, oversaw, and directed first summer of new larp summer camp, including leading all hiring, curricular design, and worldbuilding.


Lifeline (3 Minute Games)
Designed scenario and wrote dialogue and content for bestselling mobile sci-fi game Lifeline (4M+ downloads). Worked with programmers to craft a storyline that would take advantage of new technology (embedded response options in notifications, particularly on Apple Watch) to hook players and keep them actively engaged over multiple days. Used Twine to build a branching narrative system that could track player choices and encourage multiple play-throughs.


Realms of Caligonia (Trackers Earth)
Developed and ran wilderness survival live action roleplaying summer camp. Created original fantasy setting with an ongoing storyline that supported both standalone and serialized experiences. Directed weekly summer camps, including hiring, training, and leading teams of instructors and counselors.


The Wayfinder Experience
Designed, wrote, and ran numerous larps for kids and teens at larp summer camp. Worked as a camp counselor and camp director at larp summer camp. Served as a member of the Story Board, evaluating community-submitted larp proposals, assembling the summer schedule of events, and mentoring junior larp designers.


Westfinder
Cofounded teen larp program. Designed, wrote, and ran a new short-form larp each month. Taught workshops, managed community, hosted weekly games of Capture the Flag With Swords. Mentored larp designers.
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