Bad Astronaut

Bad Astronaut 3 Minute Games, Cancelled (Android) Writer & Designer Building on the existing premise from Lifeline‘s original writer and designer, I re-developed the next instalment in the Lifeline series. With Bad Astronaut, I had a specific focus on opening up the universe for new stories to emerge out of, while maintaining the existing arc […]

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Watch Dogs Legion

Watch Dogs Legion Ubisoft Toronto, 2020 (Xbox Series X, Xbox One, PS5, PS4, Stadia, Amazon Luna) Team Lead Narrative Designer, post-launch and multiplayer content With the post launch director, I helped develop the vision for Watch Dogs Legion’s live roadmap. This included developing new world systems, narrative direction, as well as leading a team of […]

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Grindstone

Grindstone Capybara Games, 2020 (iOS, Nintendo Switch, Epic Game Store) Lead Narrative Designer, post-launch content I am co-leading Grindstone’s live update roadmap, alongside the producer, lead programmer, and other key team members. I am contributing game direction and design, including new features, characters, and systems, as well as leading the writing and localization process. Updates […]

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narrative design reading (and watching) list

Books The Game Narrative Toolbox My go-to. It’s an excellent primer if you’re first learning about writing for games and narrative design. But if you’re more experienced, it’s also a good way to lend a common language to a practice and process you’re probably already doing. Includes worksheets that are good references, as well as […]

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Small Thoughts on a Big Decade

Like most people, I’ve been thinking a lot about the past decade. It’s weird to think of milestones like this when they’re so big. It’s a decade, of course it’s big. The past ten years contain the entirety of my career in the games industry (I started writing and editing for a games website, the […]

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The Next Step: Spotlight

The Next Step: Spotlight Relish Interactive, 2018 (iOS, Android) Lead Narrative Designer Working with The Next Step’s TV writer, I designed the narrative system, taking into account brand guidelines and IP restrictions. This included developing the choice-based gameplay system, when to interject dance mini-game within the story, and creating friendship mechanics.

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Ain’t No Place for a Hero

Ain’t No Place for a Hero: Borderlands (ECW Press, 2017) Author, non-fiction, video game criticism Pre-order links: Amazon.ca  | Amazon.com  | Indigo | Barnes & Noble The critically acclaimed first-person shooter franchise Borderlands knows it’s ridiculous. It’s a badge of pride. After all, Borderlands 2 was promoted with the tagline “87 bazillion guns just got bazillionder.” These space-western games encourage you […]

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Solace State

For more information on Solace State see Vivid Foundry’s game page. Fact Sheet Developer: Vivid Foundry (Toronto, ON.) My role: Narrative Editor Team: Created by Tanya Kan Release Date: In Development Platforms: PC/Mac Website: https://vividfoundry.com/solace-state-official/ Description: A Hybrid Visual Novel about youth developing unity and social trust in a despotic sci-fi metropolis. You play as Chloe, a bio-hacker who must […]

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Where Dark Things Dwell

Where Dark Things Dwell Secret City Adventure, 2017 (Escape room at Black Creek Pioneer Village) Assistant Producer Alongside the producer, I worked to hire and cast the game manager and all actors for Where Dark Things Dwell, assisted in managing our partnership with Black Creek Pioneer Village, helped test and run the game, and assisted […]

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Create a New Passage: Why I Chose Gamemaking to Tell Stories About Healing

The following is the transcript of the talk I gave at IndieCade East 2016, part of the Alternate Universe: Design Lessons from the Other Other Indies track. Content warning for mental illness (eating disorders) Create a New Passage: Why I Chose Gamemaking to Tell Stories About Healing I am a professional editor and writer in […]

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