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


Volunteer Work


Volunteer Work


Volunteer Work