For a complete career rundown, you can download my full CV / Résumé in .doc format right here.
Some other ways to keep up with my movements are Twitter, LinkedIn, Formspring and via my blog.
Bio
I grew up in the NES generation. Duck Hunt and Super Mario segued into Goldeneye and later Baldur’s Gate. Meanwhile, thanks to plentiful time spent in school detention, I was busy working my way through at least a book a week. In short, video games and writing have been the two major passions throughout my life. Amazing, then, that it took so long for them to come together.
After an aborted Computer Science degree I re-enrolled on English & Philosophy at Southampton University, graduating top of my class in 2007. During that time I started writing for games websites, and got my first taste of games development in QA at Lionhead Studios. Though it was only four years ago, narrative design just wasn’t a very recognised discipline, and it wasn't until a cocky email winged its way into Frictional Games' inbox during my final year of study that my career really opened up.
I’ve now been writing video games professionally for five years, and in 2008 I signed up with the UK’s most exclusive video game writers’ agency, Sidelines. I firmly believe in our medium’s potential to provide meaningful, interactive narrative experiences, and take as inspiration games like Planescape: Torment, Vampire: Bloodlines, Thief and anything by Paulo Pedercini, Jonathan Blow or 2DBoy.
To date I've worked at every level from high level narrative and world design, all the way down through dialogue production, localisation and voice direction; and I've worked in a diverse set of genres including Adventure, Horror, Comedy, Action and Driving. Today I'm lucky enough to be able to split my time between narrative design on major console and PC properties, while remaining active in the passionate, dynamic indie community that gave me my first break.
Some other ways to keep up with my movements are Twitter, LinkedIn, Formspring and via my blog.
Bio
I grew up in the NES generation. Duck Hunt and Super Mario segued into Goldeneye and later Baldur’s Gate. Meanwhile, thanks to plentiful time spent in school detention, I was busy working my way through at least a book a week. In short, video games and writing have been the two major passions throughout my life. Amazing, then, that it took so long for them to come together.
After an aborted Computer Science degree I re-enrolled on English & Philosophy at Southampton University, graduating top of my class in 2007. During that time I started writing for games websites, and got my first taste of games development in QA at Lionhead Studios. Though it was only four years ago, narrative design just wasn’t a very recognised discipline, and it wasn't until a cocky email winged its way into Frictional Games' inbox during my final year of study that my career really opened up.
I’ve now been writing video games professionally for five years, and in 2008 I signed up with the UK’s most exclusive video game writers’ agency, Sidelines. I firmly believe in our medium’s potential to provide meaningful, interactive narrative experiences, and take as inspiration games like Planescape: Torment, Vampire: Bloodlines, Thief and anything by Paulo Pedercini, Jonathan Blow or 2DBoy.
To date I've worked at every level from high level narrative and world design, all the way down through dialogue production, localisation and voice direction; and I've worked in a diverse set of genres including Adventure, Horror, Comedy, Action and Driving. Today I'm lucky enough to be able to split my time between narrative design on major console and PC properties, while remaining active in the passionate, dynamic indie community that gave me my first break.
Unreleased Projects Binary Domain (360, PS3) Sega Japan Adidas miCaoch Lightning Fish / THQ Unannounced AAA (Sony Vita) Sega R&D Unannounced Social RPG (Facebook) Bossa Studios Cancelled: Unannounced Game (360, PS3, PC) Black Rock / Disney Interactive Cancelled: AAA Action Adventure (360, PS3, PC) Hydravision Entertainment Cancelled: Obscure: Dark Aura (DS) Hydravision Entertainment / Playlogic Cancelled: Unannounced MMORPG (Browser Based) Waygate Publishing | Released Projects Driver: San Francisco (360, PS3, PC, Wii) Ubisoft Reflections Evil Dead App (iPhone, iPad, iPod Touch) Trigger Global Cargo! (PC) Ice Pick Lodge Lost Horizon (PC) Animation Arts / Deep Silver ir/rational (PC) Personal Indie Game Penumbra: Requiem (PC, Mac, Linux)) Frictional Games / Paradox Interactive Penumbra: Black Plague (PC, Mac, Linux) Frictional Games / Paradox Interactive Penumbra: Overture (PC, Mac, Linux) Frictional Games / Lexicon Entertainment ![]() |

