Narrative designer and quest designer with five years of experience across multiple RPG projects, from large-scale mod teams to an original indie IP and contracted studio work.

Fallout: Cascadia

Narrative & Quest Designer

Fallout: Cascadia

A standalone total conversion mod for Fallout 4 set in the post-apocalyptic Pacific Northwest. This is where most of my dialogue writing lives: thousands of lines of voiced conversation with stat checks, moral pressure points, and character voice work across three original factions. I also script encounter systems and quest logic in Papyrus, building tools that other designers on the team now use as templates.

Beyond Skyrim: Elsweyr

Narrative & Quest Designer

Part of the Beyond Skyrim series, a total conversion mod recreating the provinces of Tamriel in Skyrim’s Creation Engine. Elsweyr brings the Khajiit homeland to life with original quests, factions, and worldbuilding. The design challenge here is writing original faction conflicts and characters that feel like they belong in a world with decades of established lore. I author complete NPC packages from biography to daily schedule to dialogue, and I maintain the documentation standards our distributed team uses for quest handoffs.

Tabletop Design

D&D 5e Quest, Encounter & Module Designer

Tabletop Design

Original quest, encounter, and settlement modules for D&D 5e, drawn from 100+ sessions as a Game Master. Tabletop is where I learned to design narratives that survive contact with players who will absolutely do the thing you didn’t plan for.

Skyrim: The Mind Unbound

Creation Kit Narrative Quest

A breakdown of my original narrative quest for The Elder Scrolls V: Skyrim. I wrote and implemented the quest in Creation Kit, drawing on TES lore, character development, and dialogue design.

Winter's Hunger

Game Designer, Area Designer & Writer

Winter's Hunger

A psychological horror capstone in Unreal Engine 5. This project is where narrative lives in the space itself rather than in dialogue: I designed every puzzle, built encounters in Blueprint, and developed the Wendigo mythos through journal logs, environmental clues, and ambient storytelling. The design goal was making players feel the story through level geometry and systems rather than reading it.

Kanpeki

Narrative Designer

Kanpeki

An indie psychological horror game by Streetlight Studio, releasing on Steam. I was contracted to shape the game’s narrative voice and story structure, which meant working in a completely different tone from my RPG projects: atmospheric dread, emotional vulnerability, and restraint instead of faction politics and branching complexity.

MSF: Mason Salvation Force

Producer & Game Designer

MSF: Mason Salvation Force

A 24-person student project in Unity where I served as producer rather than writer. I managed task delegation, scheduling, and team communication through an Agile/Jira pipeline, and we shipped all core features two weeks ahead of schedule. This is the project that taught me how narrative designers fit into a production pipeline from the other side.

Original 3D Environment

3D Artist, Level Designer & Environment Artist

My 3D art and level design work: a complete original environment built from scratch in Unity. I modeled every object, prop, building, and tree, designed the terrain layout, and implemented advanced shader systems including custom leaf shaders using Unity's Shader Graph.

Additional Credits

Writing and design contributions to other shipped or in-development projects.

Use the scrollbar below or swipe sideways to see all projects.

Equestria at War

Equestria at War

Writer · Hearts of Iron IV Total Conversion

Nation paths, character arcs, and in-game event text for a critically acclaimed fantasy total conversion mod.

Old World Blues

Old World Blues

Writer · Hearts of Iron IV Total Conversion

Branching nation paths, character dialogue, and localization content for a Fallout grand strategy mod.

The Old World

The Old World

Writer · Mount & Blade II: Bannerlord Total Conversion

Character biographies, world lore, and quest dialogue for a Warhammer Fantasy total conversion.

Realm Ball

Game Designer & Sole Developer · Unity

One-week 3D breakout game demonstrating rapid prototyping, physics tuning, and scope discipline under deadline.

Gelatoss!

Gelatoss!

Game Designer · Godot · Two-week jam

Fast-paced couch multiplayer built in a two-week game jam: competitive mechanics, event triggers, and systems tuned to the jam theme and deadline.