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.