Writing Samples
Barks
Espire 2 – Enemy Barks / Companion Barks
I designed and wrote over 1,000 barks for Espire 2. These barks were spread across Guards, the AI Director, Bosses, and Friendly NPCs. These barks were heavily inspired by Metal Gear Solid 2 and 3 enemy barks. I spoke about these documents in my talk ‘Designing Barks with the Team, for the Team‘.
Linear Dialogue
Nullstar: Solus – Codex Logs
On Nullstar: Solus, I designed 34 Codex Logs. These narrative unlockables fleshed out the world of Nullstar: Solus. The story I designed follows Pran Makubar, an engineer turned junior drone pilot, trying to survive the deadly conditions of the planet, Lupo II, to pay for his wife’s medical bills. The wonderful art by Cassandra Lee followed an art brief I designed myself, too.
Espire 2 – Cutscene Screenplays
At the start and end of every mission in Espire 2’s story campaigns was a briefing and debriefing respectively. These ‘cutscenes’ recapped the story, uncovered new narrative twists and turns, and acted as a way to excite players for the next mission they’d embark on.
Branching Quests
Broken Roads – Quest Sample
On Broken Roads, we used Articy:draft 3 for all of our quests, objectives, and variable storage. ‘Life and Mind’ is one of the 25+ quests I designed in Articy and this sample follows a branching path players can take within this side quest.
Items & Documentation
Travelling in Pieces – Evolving Item Descriptions
Created for a personal project, these Evolving Item Descriptions change depending on the ending a player receives during the quest ‘For the Poor Man’.
Broken Roads – Item Descriptions
Broken Roads’ item descriptions were designed to reference Indigenous and Australian culture to immerse players in the game’s post-apocalyptic world set in Western Australia.
Nullstar: Solus – Character Biography
Before writing, I designed a character biography for Pran Makubar. The structure and headings in this character biography were inspired by “The Game Narrative Toolbox”.
