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GAME WRITING
I've been working as a video game writer since 2003. During that time, I've written or co-written games for Gameloft, Sony, Zipper Interactive, Edge of Reality, Slant Six Games, Biart Studio, Ubisoft, Kabam, and Play Eternal.
While working with dev teams and publishers, I've created storylines, written dialogue, cast and directed voice actors, written and directed cinematic sequences, and designed gameplay.
The way I see it, writing dialogue is just part of the process; for a game to truly immerse the player, the narrative needs to be conceptualized, tested, and refined, like any other element of the process.
In addition to scriptwriting and narrative design, I've lectured on game writing at the Montreal International Game Summit (2008 & 2010), the Russian Game Developers Conference (2007), and the Game Writers Conference (2006). I also authored the Game Writing Handbook, which was a finalist for the 2007 Game Developer Front Line Awards.
You can check out my writing portfolio here.
Need an expert game writer and narrative designer for your next project? Ping me -- I'm interested!
DEEP BLACK: RELOADED
Biart Studio, 2012
* Created story and characters
* Wrote all dialogue and cinematics
* Developed casting doc, voice notes
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EDGEWORLD
Kabam, 2011
* Created new story arcs and characters
* Wrote text for high-level missions
* Wrote new cinematic sequences
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MODERN COMBAT 3: FALLEN NATION
Gameloft, 2011
* Worked on story and characters
* Wrote all dialogue and cinematics
* Developed casting doc, voice notes
"MC3 is the most spectacular FPS game on the App Store, and deserves attention for its pulse pounding single player story and in-depth, deep multiplayer offering... The story is a blast, helped along by the excellent controls, honed to perfection by the Gameloft Montreal team." (The Smartphone App Review) |
GANGSTAR RIO: CITY OF SAINTS
Gameloft, 2011
* Worked on story and characters
* Wrote all dialogue and cinematics
* Developed casting doc, voice notes
"The real story emerges through playing the game, through exploring the open world of Rio de Janeiro and completing missions and tasks as you see fit. This is where City Of Saints starts to get interesting... Gameloft have managed to create an original, albeit crude, story, coupled with stunning graphics and entertaining game play." (Capsule Computers) |
SOCOM 4
Zipper Interactive & Sony, 2011
* Wrote story and cinematics
* Wrote in-game dialogue and barks
* Created casting doc and voice notes
"The first is the American Ops Commander: the story behind his single-minded focus on the mission is an interesting facet, and you're not always sure whether you want to be on his side. The second is First Lieutenant Park Yoon-Hee, aka Forty Five: a confident and capable ally who mirrors the hard-nosed stubbornness of her male peers without losing her female identity. During intense conflicts, she isn't afraid to let the expletives fly, and her sparing use of four-letter words adds immediacy to these exchanges without turning her into another foul-mouthed stereotype. She's charismatic and expressive, offering a grounded portrayal of a female officer that stands in sharp contrast to those in comparable games." (GameSpot) |
DIVINITY 2: EGO DRACONIS
Larian Studios & cdv Software Entertainment, 2010
* Polished and rewrote in-game dialogue
* Edited on-screen text
"The game writers had some major fun with the dialogue and some of your response options to the NPCs are ridiculous and funny. They also help you define your character as well though." (Gaming Shogun) |
SOCOM: FIRETEAM BRAVO 3
Slant Six Games & Sony, 2010
* Co-wrote cinematics and dialogue
* Co-created story and characters
* Wrote casting doc and voice notes
"While the single player story mode is short by console standards, the overall experience is quite rewarding." (Game Chronicles) |
MAG
Zipper Interactive & Sony, 2010
* Wrote backstory and briefings
* Co-wrote cinematics and dialogue
* Wrote text for faction sites
"With most of its context, backstory, and updates coming from outside of the game, MAG has the potential for encapsulating players in a rich, ongoing fantasy war that extends beyond their PS3 controller." (GamersHell.com) |
SOCOM: CONFRONTATION
Slant Six Games & Sony, 2008
* Wrote in-game dialogue
"The constant character chatter and ringing of ears after an explosion are nice touches as well, making it all the more engaging when you're under heavy fire." (Game Focus) |
FREIGHT TYCOON INC.
Nikita Interactive & 1C Company, 2007
* Edited and revised on-screen text
"The interface is slick and responsive and the tutorial does a decent job of introducing you its key elements. The manual goes into further depth should you need it." (Secret Lemur) |
RAINBOW SIX: LOCKDOWN
Red Storm & Ubisoft, 2005
* Wrote story and cinematics
* Wrote dialogue and briefings
* Designed Infiltrator mode
* Cast and directed voice actors
"While following the storyline I found myself immersed in it more than any game story of the same theme. This time around they're not simply doing their jobs, they have a personal stake in the missions, and naturally storylines like these which prove to be popular on network television also translate well into a game's story." (1UP.com) |
GHOST RECON 2: SUMMIT STRIKE
Red Storm & Ubisoft, 2005
* Co-wrote in-game barks
* Consulted on cinematics
"Speech is generally kept to the cutscenes and mission briefings but you do get the assorted library of random catch phrases, congratulations after a kill, and order confirmations while in the battlefield. All of these are just as excellent as the rest of the sound presentation." (Game Chronicles) |
GHOST RECON 2
Red Storm & Ubisoft, 2004
* Co-wrote in-game barks
* Consulted on character development
* Edited and revised briefings
"Bullets flying by, mortars and artillery blowing up near and far, the voices of your squad letting you know the state of things as they see it... in typical grunt humor." (Xbox Addict) |
FUNDAMENTALS OF GAME DEVELOPMENT
Book: Charles River Media, 2007
* Co-written with Heather Chandler
* Introduction to game development
* Practical guide to processes
"What's even more impressive is that the book gives you examples of production lists, quality control checklists and case studies. This book really wants you to understand on a basic level what you need to do and what is expected of you when you enter the industry." (Digital Chumps) |
GAME WRITING HANDBOOK
Book: Charles River Media, 2007
* Nuts-and-bolts guide to game writing
* Spreadsheets, checklists, & examples
* Finalist for the 2007 Game Developer Front Line Awards.
"It could be more accurately labeled as a handbook for interactive storytelling for those considering the potential of the industry's future... In this light, the insights and introductions in this book may create the foundations for something even bigger than the present industry." (Dreams of Ur) |
SPITE: THE SECOND BOOK OF PANDEMONIUM
RPG: Neoplastic Press, 2009
* Created setting, backstory, concept
* Designed game system
* Wrote rulebook and and all content
"We've got another great Chandler beast here. If you like the idea of Tarantino filming Barker, then it's as worthy a buy as its predecessor. If you want a game with more meat on its bones, Spite is the better purchase than Dread -- and you should consider Dread your first supplement to buy." (RPG.net review, rating: 8/10) |
DREAD: THE FIRST BOOK OF PANDEMONIUM
RPG: Neoplastic Press, 2007 (2nd ed.)
Malignant Games, 2002 (1st ed.)
* Created setting, backstory, concept
* Designed game system
* Wrote rulebook and and all content
"I think the game is damn near perfect for a lot of folk who want to play horror games involving humans with supernatural gifts, especially if they're focusing more on the monster take down." (RPG.net review, rating: 10/10) |
MONSTER MADNESS
Comic book: Dark Horse Comics, 2007
* Tie-in comic book
* Prequel to Monster Madness (game)
* Co-wrote story
* Wrote script and dialogue
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RAINBOW SIX: INSURGENCE
Web comic: Ubisoft, 2005
* Tie-in web comic
* Prequel to Rainbow Six: Lockdown
* Co-wrote story
* Wrote script and dialogue
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