Development History
EPIC - Outsourced
Currently I'm a Game Designer working on the Disney/Epic collaboration announced back in 2024. I unfortunately cannot discuss any details of this project.
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.
MediaTonic - Outsourced
As a Minigame Designer for Mediatonic I worked on three seasons of content of which four of my minigames made the cut and released. We were responsible for showcasing the ability of the creator toolkit to the community so we our work was made with their community tools which we helped refine as we worked with Mediatonics engineers.
MPG/2K Collaboration
Project Disco was a casualty of Embracer. A 3rd Person shooter inspired by Fallguys where competing in minigames was the goal over outright combat. On this project I was a game designer, I worked on weapon design, minigame design and tools for level design.
Obsidian - Outsourced
I was a boss designer, responsible for the design and implementation of several bosses as well as their arenas. Most of the bosses originally created were scrapped, however, I had the fortune to have worked on one of the few that made the cut, the Orchid Mantis.
Moon Studios
As a Quest Designer I wrote and implemented many quests, some of which are playable in the early access version:
​​​
Additionally I redesigned and prototyped narrative systems such as dialogue, waypoints, journal entries, handling localisation methods etc.
Obsidian - Outsourced
As a Narrative Designer I was responsible for the writing and implementation of numerous quests. The ones that survived the final cut are:
​
I implemented many others that were cut due to time constraints. I also provided world design, NPC barks, ambient activities, diary entries, item descriptions and the exhibits in the game's museum.
​
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
Paranoia is an Isometric RPG with significant branching dialogue. I was a writer, quest designer, level designer and narrative designer on Paranoia. The game was closer to indie than AA, which is why I took on so many roles. I wrote approximately 60% of all text in the game, implemented most of the quests in the game and created 20% of all playable spaces.
Chaosium
I worked with Chaosium on a video game adaptation of Runequest. The game never found a publisher but in the process of creating the narrative for this game I did substantial IP research on sixty years of Chaosium's publications. There was overlap with my work and Chaosium's publication, "The Red Book of Magic", so Jeff Richard gave me a credit in its creation.


