Currently I'm working on developing the narrative for a mobile game with a brand new mechanic and IP. It's still in the early stages, but keep an eye out for a zany, addictive game coming soon!
Joined the writing team in January 2024 on indie project Unwound, by Wirescribe Games.
More on the game: "Lose yourself in a 3D narrative RPG where people are objects and candy is currency. Build yourself from found objects, join cults, uncover lost memories, make friends and break hearts — but figure out what's causing Candy Island's earthquakes before the whole place breaks apart."
Wrote treatments and dialogue for narrative-driven environmental merge game Longleaf Valley, which received a nod in Google Play's Best Games for Good category in 2023.
More on the game: Join Ash Williams in a road trip across the valley. Work together with Ranger Jim to merge & restore natural habitats. Travel across the vast Longleaf wasteland and restore it back to life. Uncover a forgotten mansion, revive a charming travel town, and build a thriving garden paradise!
I wrote, revised, and planned narrative content for Double Loop Games’ unreleased Ashe Cove: A Merge Mystery alongside a variety of talented narrative designers who came before me on the project.
The game story was heavily inspired by campy and delightful urban fantasy like Buffy the Vampire Slayer and featured a paranormal mystery set in the Pacific Northwest.
Wrote and edited on popular cosmic clicker game Cell to Singularity's 'Tea Event'. This involved research on the origins of tea and the world-wide customs that celebrate it.
More on the game: "Cell to Singularity is an idle game where you start as a single cell organism, upgrade your biology, intellect, and technology until you engulf an entire planet with a civilization on the brink of technological singularity."
Currently Superbloom is working on an innovative mobile game that aims to leverage social gameplay to create a distinct and fun entry into the realm of casual games targeted at women.
I planned narrative for the game, wrote in-game text, and designed levels. Please reach out directly for samples of dialogue text I wrote for the game, as these are not available publicly yet.
Developed challenges, sourced items, wrote narratives, and implemented changes through Unity for an unreleased game. Collaborated to create and test new processes, bridging the gap between the technical and creative sides of the team.
Check out my serialized Choose-Your-Own-Adventure romance adventure novel, Stranded.
"All Emma wanted was to spend her day sketching on a nature cruise in rural Maine. Instead, she ends up surviving a shipwreck with a handsome frat boy named Mack. Despite a spark between them, Mack and Emma's worldviews couldn't be more different. In order to survive, Emma seeks to find common ground with him outside of their earth-shattering physical attraction -- but she’s surprised when he reveals a whole different side of himself that he's hidden from the world. Maybe they really will make it out of this nightmare alive -- as long as a ghost from the past doesn't stop them."
Co-produced an anthology of short narrative games by a diverse array of international designers from the IGDA-F's 2021 Scholars program. The theme of the anthology was 'Limited Spaces' and it was shouted out by the IGDA-F and Indiepocalypse. In addition to production and marketing, I created the game 'The Up Here' for the anthology -- a visual novel about a chipmunk having an existential crisis.
Developed for the 2021 MechJam II, I worked alongside the creator to brainstorm and develop the narrative for this cyberpunk shooter and city defense game. I also as wrote scripts and assisted in producing the voice-over work. The game took fifth place overall out of 77 entries, and was awarded second place in audio.
A demo for a choose-your-own-adventure chat thriller/mystery game in the vein of Lifeline. The player communicates via text with their mom as she untangles a twisted web of lies in their Maritime village.
This game (created independently with the use of a Twine template from @shindags) was displayed in the Spring Thing interactive fiction competition 'Back Garden' and was awarded 'Most Potential', 'Creepiest Plot', and 'Best Mom' by the audience. I designed, wrote, and developed the game.
A narrative-driven rhythm game in which you play as a young codebreaker embarking on a risky affair in the paranoid atmosphere of post-WWII Washington.