My Work
My Work
20+ years experience as a writer and narrative designer for Grand Theft Auto, Red Dead Redemption, Call of Duty, League of Legends, Mutant Year Zero, and more.
Helping game studios around the world:
Case Studies
(1 of 3)
Case Studies
(1 of 3
Case Studies
(1 of 3)

Challenge
Challenge
Challenge
The most ambitious game of its time, GTA IV had to set a new standard for narrative immersion:
a city full of believable, interactive NPCs
functional in-game internet, TV, and radio
one gritty, hard-hitting story to drive it all
The most ambitious game of its time, GTA IV had to set a new standard for narrative immersion:
a city full of believable, interactive NPCs
functional in-game internet, TV, and radio
one gritty, hard-hitting story to drive it all
The most ambitious game of its time, GTA IV had to set a new standard for narrative immersion:
a city full of believable, interactive NPCs
functional in-game internet, TV, and radio
one gritty, hard-hitting story to drive it all


Actions
Actions
Actions
As Rockstar Games' resident multi-tool, I immersed myself in GTA IV production for years:
writing dialogue for 150+ diverse characters
casting 300+ actors, models, and stuntpeople
directing 200+ voiceover performances
producing / managing 3 years of mocap and vo sessions
and much more!
As Rockstar Games' resident multi-tool, I immersed myself in GTA IV production for years:
writing dialogue for 150+ diverse characters
casting 300+ actors, models, and stuntpeople
directing 200+ voiceover performances
producing / managing 3 years of mocap and vo sessions
and much more!
As Rockstar Games' resident multi-tool, I immersed myself in GTA IV production for years:
writing dialogue for 150+ diverse characters
casting 300+ actors, models, and stuntpeople
directing 200+ voiceover performances
producing / managing 3 years of mocap and vo sessions
and much more!
Result
GTAIV set a new standard for narrative immersion… and became the biggest entertainment release of all time.
I got so immersed, my likeness and performance were used for TV host Jeremy St. Ives.
Proud to be the narrator of a GTA IV trailer.
GTAIV set a new standard for narrative immersion… and became the biggest entertainment release of all time.
I got so immersed, my likeness and performance were used for TV host Jeremy St. Ives.
Proud to be the narrator of a GTA IV trailer.
GTAIV set a new standard for narrative immersion… and became the biggest entertainment release of all time.
I got so immersed, my likeness and performance were used for TV host Jeremy St. Ives.
Proud to be the narrator of a GTA IV trailer.
(2 of 3)

Challenge
Challenge
The Swedish Dungeons & Dragons is called Mutant. It's a beloved, decades-old IP, so the first video game adaptation was going to be a huge deal.
But the studio had a problem. Their script was
bloated and verbose
stuffed with excessive lore
light on memorable characters.
The Swedish Dungeons & Dragons is called Mutant. It's a beloved, decades-old IP, so the first video game adaptation was going to be a huge deal.
But the studio had a problem. Their script was
bloated and verbose
stuffed with excessive lore
light on memorable characters.
The Swedish Dungeons & Dragons is called Mutant. It's a beloved, decades-old IP, so the first video game adaptation was going to be a huge deal.
But the studio had a problem. Their script was
bloated and verbose
stuffed with excessive lore
light on memorable characters.

Actions
Actions
Actions
As their new writer, I
took ownership of every line of dialogue
revised and streamlined the narrative into a lean, punchy ballistic missile
created two iconic characters to drive the story: the laconic boar Bormin and his wisequacking partner Dux.
As their new writer, I
took ownership of every line of dialogue
revised and streamlined the narrative into a lean, punchy ballistic missile
created two iconic characters to drive the story: the laconic boar Bormin and his wisequacking partner Dux.
As their new writer, I
took ownership of every line of dialogue
revised and streamlined the narrative into a lean, punchy ballistic missile
created two iconic characters to drive the story: the laconic boar Bormin and his wisequacking partner Dux.
Result
Result
Result
Mutant Year Zero: Road to Eden was an APRG hit:
Fans and critics praised the captivating narrative ("Very Positive" 88% Steam rating)
Won 7 prominent awards, including Unreal's "Most Engaging Game"
The characters I created are now making the leap from game to movie!
Mutant Year Zero: Road to Eden was an APRG hit:
Fans and critics praised the captivating narrative ("Very Positive" 88% Steam rating)
Won 7 prominent awards, including Unreal's "Most Engaging Game"
The characters I created are now making the leap from game to movie!
Mutant Year Zero: Road to Eden was an APRG hit:
Fans and critics praised the captivating narrative ("Very Positive" 88% Steam rating)
Won 7 prominent awards, including Unreal's "Most Engaging Game"
The characters I created are now making the leap from game to movie!

(3 of 3)

Challenge
Challenge
Challenge
It's 2020. The UK’s Kraken Rum is about to launch another Screamfest: an immersive, haunted house-y, experiential marketing event… then
Covid hit the UK and the world.
Their event, and all events, were canceled.
Kraken lost a connection with their audience.
It's 2020. The UK’s Kraken Rum is about to launch another Screamfest: an immersive, haunted house-y, experiential marketing event… then
Covid hit the UK and the world.
Their event, and all events, were canceled.
Kraken lost a connection with their audience.
It's 2020. The UK’s Kraken Rum is about to launch another Screamfest: an immersive, haunted house-y, experiential marketing event… then
Covid hit the UK and the world.
Their event, and all events, were canceled.
Kraken lost a connection with their audience.


Actions
Actions
Actions
With time running out, they reached out to me with a wild idea: partygoers could play a Screamfest video game at home… with a unique real-life twist. Could I own the creative?
I designed the gameplay and narrative in 3 days.
I designed a real-life labyrinth built in catacombs under London.
I collaborated closely with the UK team on tech, cameras, set design, creature makeup, and more.
With time running out, they reached out to me with a wild idea: partygoers could play a Screamfest video game at home… with a unique real-life twist. Could I own the creative?
I designed the gameplay and narrative in 3 days.
I designed a real-life labyrinth built in catacombs under London.
I collaborated closely with the UK team on tech, cameras, set design, creature makeup, and more.
With time running out, they reached out to me with a wild idea: partygoers could play a Screamfest video game at home… with a unique real-life twist. Could I own the creative?
I designed the gameplay and narrative in 3 days.
I designed a real-life labyrinth built in catacombs under London.
I collaborated closely with the UK team on tech, cameras, set design, creature makeup, and more.
Result
Result
Result
Kraken Screamfest IV was a cutting edge, cross-media, first-person survival game, for
homebound fans to connect to the brand.
Players used a controller to move Game of Thrones actor Iwan Rheon through a monster-infested maze.
It won 2 awards, including PR Moment's “Virtual Event of the Year”. Not bad for a canceled party!
Kraken Screamfest IV was a cutting edge, cross-media, first-person survival game, for
homebound fans to connect to the brand.
Players used a controller to move Game of Thrones actor Iwan Rheon through a monster-infested maze.
It won 2 awards, including PR Moment's “Virtual Event of the Year”. Not bad for a canceled party!
Kraken Screamfest IV was a cutting edge, cross-media, first-person survival game, for
homebound fans to connect to the brand.
Players used a controller to move Game of Thrones actor Iwan Rheon through a monster-infested maze.
It won 2 awards, including PR Moment's “Virtual Event of the Year”. Not bad for a canceled party!
Portfolio
Portfolio






















































