As a game designer, I strive to make games that are intriguing, compassionate, colorful, and innovative. I focus on narrative-based games that tell stories of the every day in ways that have previously been unexplored. My true passion is games writing and narrative design, though I dabble in 2D and 3D art and programming, .
A low-poly 3D walking simulator style game where you control a pigeon delivering a letter. I did all the design, programming, art, and writing.
2020, Unity.
Play here.
I’m the narrative designer on Interference: Dead Air, a narrative–driven sci-fi survival horror game. I work in a writer’s room with three other people to collaboratively create the characters, plot, and design. My contributions were fleshing out the character back stories, developing the story bible, writing dialogue for some of the pivotal scenes in the game, and writing in-game lore text, memos, notes, and recordings. Developed by Fear of Corn. Check out the Steam page.
Coming 2022.
A visual novel pageant created by two friends and me for Rainbow Jam 2021. I wrote the characters Scrap the Pigeon and P. Cock and did the programming.
2021, Ren’Py
Play here.
I was the programmer/designer for Trash Queen, a game I made with two friends for Global Game Jam 2021. Play as a raccoon in a dumpster-filled city at night. Go wild.
2021, Unity.
Play here.
A game made during a two-day game jam with students at Trident College in Nagoya, Japan. I was the game designer and did most of the art.
2019, Unity.
I worked as the writer on an alternate reality game (ARG) titled Gnihton City. The ARG told the story of a city in an alternate dimension that builds a portal into our dimension to seek help after their city falls into a horrible drought. We playtested the first part of the ARG at the University of Chicago, which started with a wine tasting, led to a scavenger hunt, and ended in a complicated puzzle box that ultimately played a final video.
I wrote the narrative portion of the game design document; designed flavor text in the form of old journals, newspaper clippings, and diary entries; created key characters from the alternate dimension; and got to use my improv skills as the lead actor in the playtest.
Iterative process of the development of a collaborative kids’ board game, shown at the 2017 Chicago Toy and Games Fair.
2017