Hello! I'm
and you have found my portfolio!
I'm a games writer and designer, and sometimes I teach these things too.
Currently at Immersive Gamebox, where I'm a narrative game designer working on several immersive social games. My CV can be found here, please feel free to contact me through social media or e-mail.
Genre: Immersive Social Game
Status: Release window: fall 2023
Company: Immersive Gamebox
Role: Narrative Lead & Game Designer
Ghostbusters: The Cursed Collection is an upcoming immersive social game by Immersive Gamebox. Players strap on their proton packs and bust various ghosts around the big apple.
As the narrative lead on this project I pitched the initial concepts internally, and was heavily involved with the game's overall direction.
Day-to-day responsibilities included pitching content, designing ghosts, locations and mechanics, writing the script, and casting and directing the voice actors.
I was also involved with numerous general game design tasks.
Genre: Immersive Social Game
Status: Released!
Company: Immersive Gamebox
Role: Scriptwriter & Game Designer
PAW Patrol: New Recruits is an immersive social game by Immersive Gamebox. Join the PAW patrol on their training around Adventure Bay, and save the day!
I wrote the initial script for PAW Patrol, which proceeded to be voiced by the original TV show talent. I also wrote various in-game UI text and was the team's expert on the PAW Patrol setting and lore, and was consulted on narrative matters in the design of the games.
Genre: Adventure
Status: Release date TBA
Company: Terahard Studios
Role: Game Designer & Narrative Lead
Project:Paranoia is a lovecraftian adventure game set aboard the Orient Express, co-funded by EACEA.
My role on the project involves leading the narrative department and running the writer's room, workshopping/editing material, and providing feedback to the writers.
Daily responsibilities include narrative content/quest design, systems design, and occasional 3d level design & implementation inside Unity.
Project: Paranoia is still under development. For updates and additional info, please take a look at the Project Paranoia twitter account.
Genre: Action RPG
Status: Release date TBA
Company: Primal Game Studio
Role: Narrative Designer & Writer (Quest Design)
Mandragora is a side-scrolling action RPG set in a dark fantasy universe.
My role on Mandragora involved designing and writing quests and other content throughout the game, as well as developing Mandragora's setting, characters, and storylines. I wrote and maintained documentation for all of the above, and help build the development pipeline for narrative content.
Mandragora is still under development. For updates and additional info, please take a look at Primal Game Studio's official project website.
Genre: Adventure
Status: Release date TBA
Company: Primal Game Studio
Role: Narrative Design/Writing Consultant
Around is a narrative adventure game, exploring the main character's forgotten memories.
I was brought onto Around to assist with worldbuilding: developing Around's high-level setting, characters, and storylines. I also helped establish the flow and narrative mechanics of the game.
Around is still under development. For updates and additional info, please take a look at Primal Game Studio's official project website.
Genre: Alternative Controller Narrative Game
Status: Released, shown at EGX Rezzed 2019, Leftfield Collection and A MAZE Berlin 2019, Open Screens
Tech: Arduino, C++, and a whole lot of lasercutting
Role: Writing, narrative design
Marlena lives in a world run on organic technology where computers are grown like plants. She works at a local server farm work where people's digital footprints get analyzed for targetted advertising and more. One day she gets contacted by an old friend... Will you help your friend take down Big Data?
Made in collaboration with Julia Makivic. Void of Memory started off as a visual novel which got scrapped in favor of a physical installation piece. Julia approached me to rethink the interaction mechanics and to turn her rough notes into a character-driven story about algorithmic bias that'd fit the visually striking hardware.
This was a surprisingly difficult story to write, with heavy constraints on how much text could be displayed. As it is an installation piece where people don't have a lot of time to play, the story had to be concise and actively make use of the alternative controllers, while being engaging and getting people interested in the wider setting.
Below is a video of the first iteration of the hardware, before my involvement.
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Genre: Story-focused mobile games
Status: Release date TBA
Company: Genjoy, a Scopely Studio
Role: Narrative Designer & Writer
I worked on several unannounced mobile games for Genjoy over the course of a year. My role here varied between projects.
On one project I was primarily responsible for creating the game flow of the narrative content, and implementing said content in Unity. I also managed the art asset pipeline.
Another project had me develop the setting, characters, and storylines of the game. I also wrote content pitches and dialogue, wrote and maintained relevant documentation, and participated in design meetings and feature development.
This is as much info as I am currently able to share on these projects.
Genre: Tabletop RPG
Status: WIP, old playtest materials available here
Tech: Tarot cards + custom TRPG ruleset, (old) Powered by the Apocalypse/Simple World TRPG ruleset
Role: Solo project, everything
Disney meets Dungeons & Dragons. With Feeling! is a tabletop role-playing-game where players sing and dance and improvise elaborately choreographed musical routines with their friends. Instead of dice, the systems runs off Tarot cards.
This project started as part of my Master's dissertation, and was accompanied by a research paper on applications of Wolfgang Walk's DDE framework. The current plan is to publicly release the next version of the basic ruleset, then make a nice polished book out of it and maybe do a small print run.
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