Professional Work


(Currently Unreleased)

Rosetia: A First Contact Simulation

As Lead Narrative Designer, wrote and developed narrative content, including dialogue and cinematics. Collaborated closely with the Project Lead and another Writer to expand upon a rich, existing storyworld, and to develop a character roster with fleshed out details and references.

Created beat sheets and a quest wireframe for the core story. Designed quests; including main story and side quests. Worked with Programming lead to design narrative and game test plans to generate reports.


Sea Serpent

Follow along a shoreline dreamscape sculpted in what is usually a productivity whiteboard app and zoom in to find hidden treasures and stories.

A walking simulator built in Miro which I wrote in collaboration with Yifat Shaik as part of the Unplaces project. Responsible for all the stories, poems, and other writing in the work, as well as the initial layout design and flow.

Released April 28, 2026


Assassin's Creed Shadows

Created systemic barks for NPCs, names and descriptions for weapons, loot, collectibles, and more.

Referenced historic sources and worked with Narrative Director, Voice Designers and other roles to ensure that the unique context of the game's setting and story were adhered to and met the quality bar that is expected of the brand.

Released March 20, 2025


(Currently Unreleased)

Splinter Cell Remake

Wrote narrative content for three levels (including cinematics). Collaborated frequently with Narrative team to ensure story cohesion, quality, and to generate ideas & solutions for content.

Wrote & developed in-game mission scripts, cinematics, NPC dialogue & barks, mission objectives, UI content, and more. Added content from proprietary scriptwriting software to engine & linked them to NPCs & other in-game elements. Often referenced original game via source material, as well as online & internal resources to balance quality expectations of a modern game, while retaining the flavour and memorable moments of the original.

(Description of work limited by unreleased status & NDA)



Independent Work


Cave Drive

Cave Drive is a feature-rich first-person platformer contained in a single level. Explore a detailed environment while solving puzzles, dodging bullets, and figuring out how to secure a reward! You'll find yourself swinging from grapple points, speeding down ziplines, and more.

Created in Unreal Engine 4 over two and a half months, Cave Drive challenges you to explore a subterranean environment, solve puzzles, and make off with a reward.


More information & playable build


Deficit

A Semi-Fictional Experiential ADHD story, based on real-life experiences with ADHD. Navigate your way through several vignettes as you learn more about how structural barriers and attitudes can create a difficult environment for those whose brains work differently.

Built in Twine over several months in 2020. Over 7000 plays to date! Featured in HAU4's Digital Stage! Read the Artist Statement here.


More information & playable build



Fortune

Fortune is a short first-person experience - consult with a forlorn fortune telling machination, discuss existential subject matter, and perhaps it will deign you worthy of a new inventory item.

Created in Unreal Engine 4 over three months, Fortune was built to showcase skills with branching dialogue systems and scripting. Assets self-made (minus audio + base textures).


More information & in-browser playable build