Narrative designer, lore keeper, world builder.
I am a narrative designer with a multidisciplinary background that enhances my storytelling craft.
A true multiclass, I am much more than a narrative designer.
My cross-functional background gives me a plethora of skills (but you'll have to discover those through a conversation).
As a Lore Keeper, I help the team ensure that every mechanic, every sound, every music track, and every art asset is congruent with the story being told.
I work collaboratively with the rest of the creative team to create science fiction and fantasy worlds where the rules and laws of nature, physics, and metaphysics are consistent and make sense.
Drawing from my acting and writing background, I create characters with histories and believable motivations.
I help ensure that characters are unique and can establish an emotional connection to the audience, both in the game or beyond.
Genre: Job Simulator
What I Did: Narrative Lead
In addition to creating the game's world, its backstory, and the characters, and writing the dialogue, I also provided to art direction to design team.
How I Rocked It: Challenges & Solutions
Even though this isn't a narrative-focused game, there was still so much story to tell. Scope was a major challenge for this project, given the short timeline. I refined the narrative to tell the story in a way that fit the scope.
Genre: Trading Simulator
What I Did: Narrative Design
In this project, I worked within a larger narrative team to create the world and its story. My idea for game's general theme was accepted by the team, as well as the game's title itself.
The game's theme revolved around being recruited by a mother dragon who is protecting her egg. I laid in themes of incorrect assumptions, misunderstandings, misinformation, and a mother's desire to protect her offspring at any cost.
How I Rocked It: Challenges & Solutions
As with many short-term game projects, scope and a tight deadline always loomed above us. The challenge was to find ways to still tell a compelling story within these constraints. I accomplished this through NPC dialogue that revealed some of the world's lore through conversation.
Genre: Roguelite
What I Did: Narrative Design | Development | Art | Voice | Music
As the solo developer on this game, I created the story that I wanted to tell, and created the art, sound, and music, as well as doing the game development in Unity.
How I Rocked It: Challenges & Solutions
I felt that the game needed music. The constraint was budget. There was no budget to hire a composer, and rather than find free stock music, or use AI-generated music, I decided to create the music myself. I learned how to make music in FL Studio and created the game's three music tracks.
Genre: Multiplayer Fantasy RPG
What I Did: Narrative Design | Quest Design
For this game, I was brought onboard by one of my former colleagues who had played in a Dungeons & Dragons game that I had lead. They felt that I would be a great choice for adding some depth to the game's fantasty world.
How I Rocked It: Challenges & Solutions
With all of the the characters, factions, and quests, keeping track of them could easily get out of hand.
To solve this problem, I created smart Google Sheets to manage characters, the factions, and the quests, as well as providing some visualizations for game balance.
In addition, I leveraged AI to create lists of character and faction names, which I would choose from and refine to better fit the narrative. This significantly sped up story development.
Genre: Dark Medieval Fantasy Web Series
What I Did: Script Writing | Directing | Virtual Production | 3D
Soulcatcher: Bounty in Blackwood is a teaser trailer for a web series that I plan to create based on my Soulcatcher Saga. For this solo project, I used Unreal Engine to tell the story.
How I Rocked It: Challenges & Solutions
At the time, Metahumans had a very limited selection of bodies and clothing, meaning I couldn't dress the characters up in appropriate costume.
To solve this challenge, I designed a process where I used Daz Studio, Blender, Mixamo, the One Click Control Rig, and the Metahuman studio to create the characters that I desired.
Genre: Dark Medieval Fantasy Saga
What I Did: World Building | Character Design | Writing
Soulcatcher is a dark medieval fantash saga that I have been working on.
How I Rocked It: Challenges & Solutions
Keeping track of the events in the story is crucial to make sense that the