Interactive Narrative

LIFE IS STRANGE: BEFORE THE STORM

A story of the vulnerability of the young, the haunting power of grief, and how one person can change everything.

Reviews of Life is Strange: Before the Storm

“Touching, poignant and will definitely move you”
4.5/5 – Gamesradar+

“Funny, touching, and irresistibly earnest”
8/10 – Metro

“A powerful narrative that feels distinct from Life is Strange”
8/10 – GameSpot

“Authentic and heartfelt“ – Eurogamer

KINGDOMS OF AMALUR: RECKONING

As a Narrative Designer at 38 Studios, I worked alongside environment artists, world designers, and fellow members of the narrative design team in the concepting and implementation of regions, cultures, cities, creatures, characters, and quests for the triple-A action-RPG Kingdoms of Amalur: Reckoning. I was personally responsible for all documentation surrounding the narrative toolset and production pipeline, as well as extensive quest design and implementation, pioneering ideas and bringing them from concept to execution in game through the use of proprietary development tools and the Lua scripting language. I also worked directly with tools programmers in the creation of a full suite of narrative design tools as well as the maintenance of existing systems and asset editors specifically for Reckoning. Within the narrative department, I was the narrative designer in charge of one of the game’s major factions, the Scholia Arcana, the city of Mel Senshir, and numerous regions throughout the world.

Gameplay sample videos of my work (voiceover commentary is not my own):

Oleander Sinclair (1:45 for quest dialogue)

The Unquiet Bride (16:40 for quest dialogue)

Lightning In A Bottle (11:55 for quest dialogue — 13:00+ for a shocking moment)

Screenwriting

ACERRIMUS

A film adaptation of the Nisus and Euryalus episode of Virgil’s Aeneid 9. This project — part of my senior thesis at Reed College — explores how telling a story differently ends up telling a different story. In this instance, shifting the narrative of Nisus’ and Euryalus’ adventure and death from the lofty form of an epic poem into the visceral and frenetic action of film renders the interiority of Nisus both more accessible and less sympathetic to the audience. Through this shift in genre, I consider the insufficiency of the written word to render adequately the brutal horrors of combat.

DIALOGUE OF A MAN AND HIS SOUL(S)

A comic play about a giant rabbit, the perils of playing cards with fictional aspects of yourself, and the inevitability of death. A reading performed at Reed College, Fall of 2011.

CONSCIENTIA

Is it Nisus, or Virgil, who must answer for his crimes to Hades, before crossing the river Styx? A play about violence in art and poetic complicity. An adaptation of the Nisus and Euryalus episode from Book IX of Virgil’s Aeneid.

Long Form Fiction

THE REMNANT

A novella written as a birthday present for a friend based on our five-year dungeons and dragons campaign. Set twenty years into the future beyond the completion of our first adventure, this story explores the dark potential of what could have been if the dark conqueror Thorin hadn’t been defeated atop Spellguard Tower by our band of heroes.

EPILOGUE

Sometimes life imitates art imitating life. A narrative of my dungeons and dragons character leaving the group following my own personal decision to depart from game development (for a time!) to attend Reed College in 2011.

Poetry

HOW LONELY ARE THE DEAD

A series of poetic journal entries written from the perspective of the Trojan warrior, Nisus. The journal begins upon Nisus’ arrival at Troy in the midst of the Trojan war, capturing events central to both Homeric and Virgilian epic from his intimate perspective. Even though Virgil only mentions Nisus on two occasions in his epic, I strive to create a sort of constellation from conjured moments through these poetic snapshots that chart a trajectory of change for the character. He arrives at Troy an idealistic young warrior hoping to earn a name for himself, and arrives in Latium following Troy’s fall a brooding, burdened psychopath. Through this journey, I seek to frame a meditation of Virgil’s intent in the complicated narrative the poet constructs in book 9 of Nisus’ slaughter of innocents and pointless, tragic death as he sacrifices himself to try and save his friend.