Narrative Design +
For Games +
Mind-blowing stories to capture the imagination of your players
Developed characters to continue engaging players and give them something to talk about in the playground, with their friends or in the office
A Comprehensive Narrative Design Process
Utilises a narrative design matrix reengineered from the sequence method found in screenplay writing
Facilitates collaboration between writers and designers
A bespoke narrative structure can be created using writing craft built on the design pillars of the project
Rapid iteration of narrative
Reading reports to identify high level opportunities
Structural analysis of story and design fit
Gap analysis - testing against creative pillars, audiences and marketing goals
Text and dialogue editing for accuracy, conciseness and consistency
Voice recording direction to get the most out of your actor’s performance
Narrative design for this gorgeous exploration of folk lore and storytelling.
Project Forest Paths
Developing a narrative design framework based on the principles of drama to create plain language tools for development.
Dead Static Drive
Writing and Narrative Design on this evocative adventure noir AKA Grand Theft Cthulhu.
More at: twitter.com/DeadStaticDrive
Narrative design consulting on an unannounced title from the studio that brought you the award-winning "Florence".
Narrative Designer on Earthrise One For PlayReactive.
"...an immersive experience set on a space station. Your team must work together to repair a damaged spaceship – and perhaps uncover the mystery of its missing inhabitants. Featuring mind-bending puzzles, dynamic difficulty, and a multilayered narrative, Earthrise One is a combination of interactive theatre, cooperative videogame, and sci-fi thriller."
Delivered "Narrative Fundamentals for Prototyping and Iteration" at the New Zealand Game Developer Conference.
A half day workshop, it covered writing craft concepts in a way that allows narrative to be built on the design pillars of game projects. Perfect for prototyping, problem solving and iteration.
Delivered "Creating Meaningful Choices" as part of the Storytelling for Games workshop organised by Plot Twist.
Narrative designer on the upcoming AAA title based on James Cameron's Avatar.
All Walls Must Fall by Inbetween Games. Bringing the world to life through story, dialogue and mission design.
Nominated "Best In Narrative"
Brazilian Independant Games Festival 2018
Find it on Steam:
Previously freelance writer for Stratosphere's latest mobile venture - a strategy MOBA set in a near future of corporate feudalism.
With the player waging war via their choice of Generals it has been my job to bring them and the world to life in an engaging way.
Writer for Bearhands ambitious 3D stealth game Grand Values: Monaco. The role developed over time to include design elements and voice casting and recording.
One of the IGN Top Games of Gamescom in 2016.
A narrative designer with a background in audience development and arts management. I've worked for indies in Berlin, AAA in Sweden, and now based in Australia helping studios forge strong relationships with their audiences through narrative systems and player care. Along the way I've reengineered the sequence method for screenplay writing to develop robust models of narrative design across game genres, and pushed for better ways of understanding player motivation beyond demographics and traditional models.
Originally from Australia, I’m a native English speaker familiar with the nuances of story and language required to engage audiences around the world.
Master of Arts - RMIT
Bachelor of Business - QUT
Bachelor of Screen Production - Griffith University
Advanced Diploma of Screen Development - Open Channel