Games
Nanjemoy* Action "shoot-em-up"
* Quests and branching narrative
* Developed in Unity and Articy Draft
His Majesty's Royal Space Navy Service Handbook* Branching narrative
* World-building and character design
* Developed in Inform 7
My Mail Carrier Is Always On The Phone* Created within constraints (had to be 500 words or less)
* Snappy and evocative writing
* Developed in Twine
The Gray Matter SodalityAn escape-room-by-mail puzzle subscription about the theft of Einstein's brain.* World-building through ephemera and physical objects
* Episodic narrative design
* Puzzle design
Traipse's Augmented Reality AdventuresCreating real world quests and adventures for clients.* Working with varied stakeholders
* Quest design
* Designing an on-going and live gaming platform
Writing Samples
Quest dialogue and diagram from my game Nanjemoy (Unity/Articy Draft). (A pdf in my Google Drive.)
World-building and scenery descriptions for my game developed in Inform 7. (Opens to a pdf in my Google Drive.)
Scene script for an action adventure game, written and designed in Articy:Draft. (Opens to a pdf in my Google Drive.)
Epistolary writing, developing player-facing messages, and frequent content development for an escape-room-by-mail subscription.(Opens to a pdf in my Google Drive.)
An invented character and sample dialogue I wrote for XCOM: CHIMERA SQUAD. (Opens to a pdf in my Google Drive.)
Quest Design
A quest breakdown and diagram from my game Nanjemoy (Unity/Articy Draft) that was designed using only dialogue trees. (A pdf in my Google Drive.)
A case study about designing quests for a large festival. (A pdf in my Google Drive.)
A case study about designing an annual quest to find real treasure. (A pdf in my Google Drive.)
A design breakdown of a series of quests I developed for kids' parties. (A link to my blog post.)