Writing & Narrative Design
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A visual novel/point-and-click drama/mystery game, Black Cherry follows Renée as she uncovers family secrets and navigates painful truths, making or breaking her relationship with her estranged twin sister, Lilian, along the way. I was sole developer on the project, responsible for writing, art, programming, and design. Intended as a vertical slice/proof-of-concept.
Autobiographical in nature, Replay explores grief after the loss of a family member, and uses illusion of choice to represent cyclical regret as the player recalls their final few hours with their father on a loop. It's roughly 2 minutes in length, with a bonus "secret" ending depicting an idealised version of events that unlocks on the second playthrough.
BLACK CHERRY (2020)
REPLAY (2021)
THE ROOTS (2021)
Playable Prototypes
ROLE: Writer, programmer, designer
SOFTWARE: Twine
ROLE: Writer, programmer, designer, artist
SOFTWARE: Unreal Engine 4, Photoshop, Clip Studio, Final Draft, Excel
ROLE: Writer, programmer, designer
SOFTWARE: Twine
A whimsical fantasy game about finding friends and living with disabilities. Currently very unfinished, but we're considering returning to it someday. Made for 2021's Global Game Jam for the theme "Lost & Found", with myself on writing, design and programming duty, and art courtesy of my friend and frequent collaborator Luke King.
The script for a scene from an unreleased visual novel/dating simulator. Introduces one of the player's potential love interests for the first time. Humorous banter aplenty. Written in Trelby.
VISUAL NOVEL SCENE (2021)
Scriptwriting
REMNANT RADIO (2023)
Written as part of my Master's degree, Remnant Radio is a comedic snapshot of a radio show for the dead and deific. This script received a first class grade.
A flash fiction piece about a girl and her father hunting in the woods together.
THE JACKALOPE (2021)
GENRES: Slipstream, fabulism
[Prose, 500 words]
BLOODLINES (2023)
Extract from a chapter of a fantasy novel. Features dialogue and an action scene.
GENRES: High fantasy, adventure
[Prose, 2,250 words]
UN/NATURAL (2022)
Published 10.16.2022 in Vagabond City
A flash fiction piece where mysterious marks appear on all the gay men in the world.
GENRES: Speculative
[Prose, 760 words]
Prose
Barks
Descriptions
COMPANION BARKS (2022)
Barks for three RPG party members with varied personalities.
OBJECT DESCRIPTIONS (2022)
Various object descriptions, from weaponry and apparel to food and consumables.
UNDERHOME (2019)
Made by myself and Luke King, Underhome is a game about eating "sockses". I created barks for the player and NPCs.
Quest Design
MMORPG QUEST SAMPLE (2022)
A simple fetch quest design intended for use in an MMORPG similar to Final Fantasy 14 or Guild Wars 2. Features basic "yes/no" dialogue options.
STAR WARS SAMPLE (2022)
Systems Design
DYNAMIC BANTER SYSTEM (2023)
A branching quest design for a hypothetical Star Wars game where players inhabit the role of a Sith acolyte on the hunt for a traitor to the order.
Documentation of research and design concepts for a dynamic, reactive dialogue system. This design was produced for a since cancelled sci-fi action adventure game.
Game Design & Development
Playable Prototypes
Game Design Documents
WATER RAFTING (2020)
Design document for a hypothetical water rafting system involving crafting mechanics. Intended for an open-world action RPG set in prehistoric times.
UNDERHOME (2018) (Ludum Dare 43)
There’s a hole in your stomach only socks can satisfy! Made for Ludum Dare 43, Underhome is a game about gobbling up "sockses" and avoiding scary "hoomans". We were inspired by the works of Terry Pratchett and Luke's love of tardigrades. I was responsible for art, writing and design, while Luke King was co-designer and programmer.
ONE WAY TICKET (2020) (Ludum Dare 47)
A classic pipe-rotating puzzle game, One Way Ticket interpreted the theme of LD47—"stuck in a loop"—on two levels: spirits trapped in a loop of life, death, and reincarnation, while being literally stuck in some loopy afterlife tubes. I was the artist and co-designer for the game and Luke King was my fellow designer and programmer.
THE LIZARD IN THE OWL'S NEST (2020) (Ludum Dare 46)
Responding to the theme "keep it alive", The Lizard in the Owl's Nest is a pattern-memorisation game about an owl and a very hungry lizard. Features a secret ending lovingly inspired by Crywank's "The Lizard and the Sock". I was responsible for art and design, while Luke King was on design and programming duty.
E-0N (2020) (Global Game Jam)
Space has a junk problem, and E-0n is here to fix it! Responding loosely to the theme of "repair", E-0n has the player amass space scraps with the goal of eventually transforming into a glorious trash moon. Luke King was our programmer and designer, while I was artist and co-designer.
POTION PANIC! (2019) (University Project)
Potion Panic! was a group university project. We exhibited it at the Norwich Games Festival in 2019, and it was shortlisted for the Grads in Games "Student Game" Award in 2020. The team consisted of myself and Valeria Graff as co-designers and programmers, Emma Haephrati and Nikki Rose as 2D, UI & concept artists, and Sean Fox and Loryn Hunt as 3D artists.
ROLE: Artist, designer
SOFTWARE: Unreal Engine 4, Photoshop, Illustrator, Clip Studio
ROLE: Artist, designer
SOFTWARE: Unreal Engine 4, Clip Studio, Photoshop
ROLE: Designer, 2D & 3D artist
SOFTWARE: Unreal Engine 4, Clip Studio, Photoshop, Maya, Substance Painter
ROLE: Designer, programmer
SOFTWARE: Unreal Engine 4, Excel
ROLE: Designer, 2D & 3D artist, writer
SOFTWARE: Unreal Engine 4, Clip Studio, Photoshop, Maya, Substance Painter
STRIKETHROUGH (2019)
Strikethrough was my winning entry for the D&AD New Blood Awards. The brief, set and judged by Rare & Xbox, was to design "a game that helps players create stories together".