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FALLOUT: CASCADIA

Overview

"Fallout: Cascadia" is a total replacement mod for Fallout 4 that aims to bring the city of Seattle into the Fallout universe. While the mod is still in development, you can follow the team's progress both via their website and on Twitter.

Roles

As one of the team's narrative designers, I helped create descriptions, backstory, arcs, wants, and needs for Coralynne, one of Fallout: Cascadia's major NPCs.

 

Additionally, I worked as a one of the team's writers, crafting Coralynne's dialogue for a number of different quests. In each line, I aimed to evoke both her immediate goal(s) and overall demeanor (in response to a number of player dialogue choices), push her along relevant portions of her procedural and dramatic arcs, and anticipate both vague narrative spots players might notice and questions players might have for Coralynne.

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GAME NARRATIVE REVIEW — RIVEN

Overview

As a Gold Winner of the 2018 GDC Narrative Review Competition, I had the opportunity to present my narrative analysis of the game Riven: The Sequel to Myst as a poster (which I designed and co-produced) at the 2018 Game Developers Conference.

HELL'S KITCHEN

RED TIDE RISING

Prose outline that I wrote for the fourth act of Red Tide Rising, a co-written Trail of Cthulhu RPG adventure in which players must prevent an ancient alien evil from telepathically enslaving all of humanity.

Character description sheet that I wrote for Dolya Petrovna, one of Red Tide Rising's core NPCs. In it, I flesh out some key points of Dolya's background, as well as major wants, tools she uses to get what she wants, and flaws she possesses.

Example scene I wrote, in which Alexandra Hayes (one of Red Tide Rising's pre-generated player characters) attempts to assuage the fears of an extremely suspicious Dolya Petrovna.

Overview

"Hell's Kitchen" is a narrative-driven VR firefighting experience that puts players in the shoes of a rookie firefighter on their first emergency response. It was developed by a four-person team in two weeks using the Unity engine.

Roles

As the team's narrative designer, I crafted background stories, wants, and needs for each character involved in our experience,  as well as the story beats that those items informed.

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Additionally, as one of my team's programmers, I implemented both environmental elements and particle interactions.

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DILEMMA

Overview

"Dilemma" is a narrative-driven VR experience that allows players to undertake a prison break through the eyes of two cellmates. It was developed by a five-person team in two weeks using the Unity engine.

Roles

As the team's writer, I helped craft dialogue that aimed to both communicate differences in character temperament and motivate specific player behaviors.

 

Additionally, I worked as the team's sound designer, which involved directing voice actors, as well as recording, editing, and helping to master all  of our experience's dialogue.

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BIRDCATCHING

Adamson Student Writing Award Winner

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1st Place: Screenwriting

"Birdcatching" is a short screenplay I wrote in which a young girl attempts to harness her ability to (quite literally) draw animals back from the dead in a bid to save her best friend's life.

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