Thank you for taking the time to review my portfolio! I have over a decade’s experience in narrative design, including leading roles on award-winning indie games. Click on any of the banners below to learn more about a project, along with the collaboration and iterative design processes behind it.
Featured Design Projects
Astronaut: The Best – Occult Management Adventure, PC, 2023.
My most recent project uses procedural narrative elements to pull players into a roguelite web of scandals, challenges, and space-shatteringly meaningful choices. As team lead and primary narrative designer, I created randomized systems of events and characters, designed complex branching missions, and worked surreal humor into every corner of the experience.
Wintermoor Tactics Club – Tactics RPG, PC/Switch/PS4/XB1, 2020.
I was one of two narrative designers for Wintermoor, crafting its 15-hour story from conceptualization to completion and helping make it RPGFan’s Strategy RPG of the Year. I wrote thousands of dialogue lines, designed quest and world content, and iterated based on both player and globalization feedback.
TechSmart – Classroom-based Interactive Education, 2014-2023.
While developing the indie games above, my day job was as Creative Director of Curriculum for coding education company TechSmart. I developed all aspects of TechSmart’s creative strategy and had a lead role in designing over 500 educational games and activities.
Writing
For more about my experience with the writing side of the craft, feel free to check out my Writing Samples page.
Other Projects
Alongside developing my own studio’s projects, I’ve worked as a narrative design freelancer and consultant. Recently, I wrote and designed the narrative for a roguelike action-RPG called Eclipse Breaker.
A studio of two consisting of Teddy Dief and me, Rad Dragon published three mobile titles across a variety of genres. Our narrative-focused piece “The Moonlighters” received recognition from IGF and IndieCade.
My game jams, academic projects, and other experimental games live on here. Many of them are playable, and all of them reflect me as a writer and designer in some way.
I’ve also contributed to the game narrative community through talks and publications, which are viewable online.






