Video Games

  • Work at Supermassive

    A summary of the work I’ve done thus far at the BAFTA-award winning, cinematic horror games studio.

  • Work at Niantic

    A summary of the work I’ve done on AR and geo-location-based mobile games across different genres, for the f2p market.

  • Beasts of Balance

    A hybrid physical digital game - "Jenga meets Pokemon".

  • When in Rome

    The first Alexa-connected board game—a travel trivia game where Alexa is the host.

  • MNTL BLCKS

    Game jam entry for Ludum Dare 42, for the theme "running out of space".

  • Dream Sequence

    A light scifi romance game, set on a cruise ship in the near-future. Written in Twine.

  • Truly Social

    A casual role playing mobile game about making friends in the big city.

  • Word Mine

    An Alexa-based word game where you need to dig deep and think fast.

Work at Supermassive

Supermassive Games is a BAFTA-award winning, cinematic horror games studio, best known for Until Dawn. My experience across various titles so far includes:

Working closely with Creative Directors and Game Directors to build the creative vision for games from the ground up — including world/lore, themes, and character arcs.

  • Writing and Editing scripts for various titles — both solo and in workshops, with external and internal writers.

  • Working with designers and artists to create levels that achieve our gameplay, atmosphere, and narrative goals.

  • Helping build branching game structures, ensuring even pacing of narrative beats and mechanics.

  • Building and presenting pitch decks to Directors. Also assisting Game Director with building decks to be presented to Execs.

Please refer to my CV for further details of my work.

 

Work at Niantic

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 Niantic is an AR platform and f2p mobile games company, best known for their geolocation-based game Pokemon Go.

During my time at Niantic I’ve worked with multiple teams and with external partners, on games across different genres and explorations of cutting-edge AR. My experience included:

  • Planning and executing on narrative/content-driven areas of live tests

  • Working with designers and coordinating with engineers on innovative and experimental game mechanics and features, from ideation to implementation.

  • Establishing, writing, and editing different tonal styles based on game genre and target audience.

  • Working with production teams at different stages of development to help analyse and iterate on gameplay loops, to make them more cohesive from a design and gameworld perspective.

Beasts of Balance

Beasts of Balance is a multi award winning hybrid digital-physical game. Described as “Jenga meets Pokemon”, the game combines light strategy with physical stacking, and has both co-operative and competitive modes. Originally created by Sensible Object, Beasts of Balance has since been acquired by publisher Modern Games.

I worked initially as Sensible Object’s Community Manager, helping to run communications and social media throughout the second successful Kickstarter campaign for the game's expansion. I bridged communication between backers, existing players, and our design team via our social media channels, support emails, Kickstarter updates, email newsletters, website blog posts, and in-person events.

Aside from writing for the Beasts of Balance community, I also named and wrote a large amount of flavour text for the various discoverable animals in the game, making sure it was consistent with the quirky, fun style that had been created previously whilst also seeding light pieces of lore around the Beasts’ world.

 

When in Rome

When in Rome is the world’s first Alexa-powered board game - “a travel trivia game powered by Alexa, where real people ask the questions”. In this game, we worked with 20 people from around the world to write and record questions about their local cities. Aside from researching, writing and editing questions, I also wrote and edited the majority of the “host” dialogue: i.e. dialogue spoken by Alexa.

Writing for a smart speaker to make player interactions smooth, intuitive, and engaging was a challenging but fascinating experience. Leaning into the grain of the smart speaker’s limitations, and learning how to work with them was crucial.

I have written about how to write for voice based on my experience here, and also given a talk which can be watched here.

 

MNTL BLCKS

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I was the writer and co-designer on the game-jam game 'MNTL BLCKS', a comedic RPG for the prompt ‘running out of space’.

In MNTL BLCKS you play as an alien trying to assimilate into human life whilst managing with limited (literal) memory storage on various human topics. Visiting human quirks, ways of communicating, and traditions from an outside lens gave otherwise mundane topics a new and amusing perspective which was a lot of fun to write.

Over the course of the weekend I wrote text for 4 ‘mission’ levels. Our game ranked within the top 2% of over 3000+ entries for ‘Humour’ and received numerous positive reviews such as:

“I loved all of the dialogue, and the way you get to choose your available options is great, makes for some really… desperate conversations…. I particularly enjoyed being able to recite slam poetry to a cashier, have an intimate conversation about Crocs on a date and asking everybody about their thoughts on machetes… was a wonderful experience, very fluid conversations that must’ve taken ages to write to have so many callbacks to earlier points in the mission!”

You can find out more about the game and play it here.

Truly Social

Truly Social was a start-up mobile games company building a light, social game targeted at women. Main interactions revolved around getting to know a cast of characters across different cities, helping them with dilemmas and building friendships/romances over time.

I started off working as a freelance writer, and later transitioned to work full time as the lead writer and editor.

Aside from writing and editing dialogue to be used in game, I developed different characters with summary sheets for writers to work from. I also created a content-guideline for on-boarding new writers, and worked with them to edit work according to the game’s style.

 
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Word Mine

Word Mine was an award winning daily anagram game designed for smart speakers. In the game, the player descends into a fantastical mine with their trusty robot canary “Alexa” to find alphabet letters. With each level they must unscramble the letters to form a word, with the words getting trickier every turn.

I worked as the Narrative Designer and Writer on this game. As part of this, I helped explore different settings we could situate the game in based on its mechanics, and how to evoke them given the audio-only experience. A mine – with a fantastical and futuristic spin, and less grim working conditions – was what we eventually went with.

Writing characters to be ‘voiced’ by a smart speaker was a challenge, but it taught me a lot about writing for voice, as well as anticipating and designing around player interactions that have a broad potential range.

I have written about how to write for voice based on my experience here, and also given a talk which can be watched here.

 
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