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.
Schism is a fantasy narrative game in development at Far Owl Studios, built from the ground up as a new IP. The game is driven by espionage, factional politics, and theological debate. I own the full scope of its narrative design: world bible, faction systems, branching dialogue, character arcs, codex entries, and the lore framework that ties them together, all built using Articy Draft in Unreal Engine 5.
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.
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.
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.
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.
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.
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.
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.
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.
An interactive analysis of Telltale's narrative design formula, their meteoric rise and sudden collapse, and the lasting impact on choice-driven storytelling in games. Features data visualization, timeline analysis, and breakdowns of their core design pillars that redefined interactive narrative.