narrative design

Below you'll find relevant writing samples, including, a Borderlands-inspired snippet, a radio play-style script for a nonexistent Star Wars game, a Firefly Twine inspired by Telltale adventure games, and the script to a sci-fi TV pilot I wrote.

You'll also find two narrative design outlines included to showcase an understanding of how game writing and narrative needs to be married to gameplay and mission design as seamlessly as possible. The more each can play off each other, the more work both can do.

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HARDSEC TV PILOT

Full-length pilot for a near-future cyberpunk series about corporate warfare and sabotage. Shitty people doing shitty things to make money and keep the corporate overlords happy.

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The Labor of Objects

Cyberpunk short story with an unabashed Deus Ex vibe to it. First-person perspective, prose, meant to showcase log entries. There's also a link to the screenplay formatted version.

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QUEST DESIGN DOC #1

Sample quest design doc constructed for an imaginary zombie-survival FPS. Prompt was to marry the narrative caliber of The Last of Us with the open-world design of a Fallout game.

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STAR WARS 3PS MISSION

Mission script for a made-up, Uncharted-inspired Star Wars action game that shamelessly preys on those icky pangs of sadness you still feel whenever you think about 1313's cancellation.

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QUEST DESIGN DOC #2

Another sample quest design doc from the same fiction zombie-survival FPS, but this time on a larger scope and scale. If Doc #2 is a standard mission, this aims for Witcher III levels of nuance.

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FIREFLY ADVENTURE TWINE

An attempt at recreating the branching dialogue of a Telltale-style adventure game with one of my favorite one-season shows: Firefly (or Serenity, if you prefer, since this takes place post-film).