Game Writing 

PC, Oculus VR, Mobile, + Console

Some samples of barks, in-game text, story treatments, and other pieces of my work. 

In addition to writing, I've also spoken at SDCC 2020 and PAX 2020 on game writing and narrative design. 

Heroes of the Storm is a multidimensional MOBA by Blizzard Entertainment. 


I wrote some upcoming Heroes of the Storm content during my time as a Production Intern at Blizzard Summer 2020. My work included Product names, flavor text descriptions, and PR Blurbs for the Craftwars Event Patchas well as an initial pass on all vertical slice dialogue for an upcoming Heroes character. 

Spider-Man: Miles Morales is an upcoming adventure game for the PS5 by Insomniac Games. 

I wrote for Spider-Man: Miles Morales as a Writing Intern at Insomniac Games in 2019. My work included writing gameplay, mission, and emergent dialogue, menu text, character descriptions, a collectible miniseries, and gave feedback on the main narrative with the rest of the Narrative team.

Additionally, I worked with designers and engineers to design and implement a new emergent narrative system, and helped with implementing other emergent dialogue.


As narrative lead on Ginkgo, a 3-D horror adventure game for the PC, I worked with the Design team and Creative Director to craft meaningful narrative moments that complimented gameplay-heavy sequences, maintaining the balance of story and gameplay to deliver a nuanced, compelling experience.

Story Treatment

To maintain teamwide communication about the story as I iterated on it, I created and consistently updated a story treatment outlining all narrative beats and their purposes. 

In-Game Text

An excerpt of spoken / written in-game text. We have no voice acting, so the goal of these lines was to concisely convey the narrative premise, explain key mechanics, and establish the character's personality.

As it Is

In As it Is, a 2-D narrative adventure game, I wrote all in-game dialogue, cutscenes, and interatable text. Additionally, I worked with the rest of the team to design narratively-significant minigames that conveyed themes of social anxiety, isolation, and connection distinct to their respective characters.

Scene 1—NPC Conversations

In this level, the player must talk to a few different NPCs to locate an objective. I wrote and helped implement all NPC dialogue, creating a fully functional branching narrative and interactions that expressed each NPC's distinct personality. 

Scene 2—Interactables

In this level, the player must feel like they're coming back home after a long time away. Their backstory is revealed through interacting with objects in the house. I wrote & helped implement all interactable text.


In EMPATH, a VR action brawler, I worked with a department of three as Narrative Lead over a production period of one year to build the game's world and story, consistently adjusting the narrative experience to match our changing scope.

Dialogue Blocking

One of the most difficult beats to nail in this project was the boss fight. We needed to convey a deep history of friendship and betrayal between the player character and the antagonist in a single sequence. I wrote and iterated on the cutscene leading up to the fight, as well as the barks in the fight itself.

Mixed Writing

Screenplays + Narrative Experiences

I'm always working on a piece of writing, whether I'm on a project or not. Here are a couple of my screenplays and narrative experiences.