Cutscenes, quest lines, and lore for BAFTA-longlisted and award-winning games.
More than a decade into my professional writing career, I've spent the last 5+ years almost entirely on games.
That's meant cutscene and VO scripts for Deliver Us Mars, monthly story drops for a live-service puzzle game with over 500k players, and — most recently — leading narrative design on Big Farm Homestead, the franchise's first real attempt at a story-driven experience.
Before games, I trained as a screenwriter, and that experience matters when crafting worlds, building characters, and shaping how a story unfolds. But games have changed how I think about story. Putting the player's experience first, whether that be through narrative pacing, branching dialogue, or worldbuilding through discoverable lore, is what makes game writing exciting and unique.
I'm between projects at the moment and looking for the next one. Have a look through my work, or get in touch if you'd like to talk about a story idea, lore bible, or how to build on your existing game.
Cinematic & VO script, KeokeN Interactive — BAFTA longlisted
Lead Narrative Designer, Goodgame Studios — story, cast and world from scratch
Lead writer, Story Giant Games — Pocket Gamer GOTY nominee
Writer, Brain Seal — barks, lore, and ad copy