Writing Samples
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.
Character Biography – Pran Makubar
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”.
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.
Life and Mind – 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.
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.
Mission Briefings and Debriefings – Single-Player Campaign
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.
Mission Select UI – Single-Player and Multiplayer Campaigns
The Mission Selection screen for Espire 2 had snappy briefings meant to emulate an espionage mission. These Mission Briefings are divided by their appearance in the single-player or multiplayer campaigns.
