About

For a somewhat out of date career rundown, you can download my full CV / Résumé in .doc format right hereSome other ways to keep up with my movements are Twitter, LinkedIn and via my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.

I decided I was going to program video games for a living and enrolled on the Computer Science degree at Southampton University in 2002. A year later I realised my mistake, dropped out and re-enrolled on English & Philosophy, graduating top of my class in 2007. During that time I started writing for games websites, and got my first taste of development in QA at Lionhead Studios. Though it was only seven years ago, narrative design just wasn’t a very recognised discipline at the time, 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 seven years, working on more than 20 different titles across almost all genres and platforms. 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. 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.
Current Projects
Subnautica (PC, Mac)
Unknown Worlds

Unannounced Strategy Game (PC)


Backburner
Ir/rational Investigator (PC, iPhone)
Personal Indie Game

Canned Projects
Cancelled: Social RPG (Facebook)
Bossa Studios

Cancelled: Action/Adventure Game (Vita/iOS)
Sega Hardlight

Cancelled: Split/Second 2 (360, PS3, PC)
Black Rock / Disney Interactive

Cancelled: Zombie Action Adventure (360, PS3, PC)
Hydravision Entertainment

Cancelled: Obscure: Dark Aura (DS)
Hydravision Entertainment / Playlogic


Released Projects
The Talos Principle: Road to Gehenna
Croteam

The Talos Principle (PC, Mac, Linux, PS4, Nvidia Shield)
Croteam

FTL (PC)
Subset Games

The Swapper (PC)
Facepalm Games

Driver: San Francisco (360, PS3, PC, Wii)
Ubisoft Reflections  

Binary Domain (360, PS3)
Sega Japan

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 

Ir/rational Redux (PC)
Personal Indie Game (playable on flash with the link)

Sharkpunch

Organ Trail: Director's Cut (PC, iOS, Ouya, Mac)
The Men Who Wear Many Hats

Animation Arts / Deep Silver

Animation Arts / Deep Silver

Lost Horizon (PC)
Animation Arts / Deep Silver

Adidas miCaoch
Lightning Fish / THQ 

Evil Dead App (iPhone, iPad, iPod Touch)
Trigger Global

Cargo! (PC)
Ice Pick Lodge