AI/ROBOTICS | NARRATIVE | SYSTEMS | UX/COPY
Systems-driven Storytelling
Building reactive, state-based dialogue and world-building frameworks.
Note on Confidentiality: Due to the proprietary nature of these projects and active NDAs, the following entries are high-level summaries and architectural overviews in lieu of the original design documents.
Galahad 3093
Story, character and weapon design for a third-person mech shooter. I also worked on game economies and developed a novel "character bidding" system to balance character selection — this gave popular characters a higher cost, enabling players to try out every character over time.
Pirates of the Caribbean:
Armada of the Damned
Narrative design and dialogue for a 3rd-person RPG based on the Pirates of the Caribbean IP. Over 300 pages — quest chains, spine/side quests, NPCs, locations, flow charts and branching dialogue logic.
FreeMarket
“We are a society of functionally immortal, cybernetically modified, telepathic infovores. You are now one of us. Welcome!” — game text
A transhuman science-fiction roleplaying game set aboard a space station near the planet Saturn. Character “classes” were based on four generations of settlers: the children of the original colonists, their children, immigrants from Earth, Mars or other space habitats and “blanks,” people created cell-by-cell on 3D matter printers. I co-wrote the game with Luke Crane and wrote all the in-game fiction.
Click on an image to read that character’s story…
The Lord of the Rings Online:
Shadows of Angmar
Quest design, dialogue and scripted/AI interactions. One of my favorites was the “Pie-Eating Contest.”
Dungeons and Dragons Online: Stormreach
Working on the city of Stormreach, its dungeons and wilderness areas and its various quests, creating dozens of NPCs and monsters, and scripting interactions and dialogue.
Litany of the Dead
Video Trailer
I created the shot list and wrote the video trailer for Litany of the Dead, a mega-dungeon involving a necropolis, the Undead and a trio of vampire monks. I also worked hand-in-hand with the level designer on the quests, characters and dialogues.
