Writing
Pirate Apocalypse
Pirate Apocalypse is a short, nonlinear narrative experience that sees the reader waking up in a mysterious laboratory, only to be accosted by an unexpected individual.
Brad the Irreplaceable
Brad the Irreplaceable is a short interactive narrative experience made in Twine, in which a pair of siblings quarrel over a particular family heirloom.
OMERICON Documentation
OMERICON: The Last Musketeer is not a real game, despite the attached document overviewing a questline line for it. This is because OMERICON was just a prompt for a speed-writing exercise in my Interactive Narrative II class. In summary, the context OMERICON gave me to work with was that it was an RPG set in an alternate version of Earth, in which France has access to magic, and the likes of England are at odds with them. Aside from starting the game in France, I was free to come up with characters, and take the plot wherever I wanted. With that information, I was tasked with writing a five-leg questline within the span of about 45 minutes. In the industry, documentation such as this would be used as an outline and guide when implementing a particular questline in-engine, this one being for the start of the game. This assignment pushed my ability to write to spec in a dramatically limited span of time, and I believe I am a better game writer for it.
Excerpt:
Quest 2: The English are Here
All of a sudden, a well-dressed man busts in through the back door, politely introducing himself as Marshall. He wields a musket with a long, fearsome bayonet.
Marshall: Why hello there! I am Marshall – the name, not the military rank, thank you very much. Oh... I’m terribly sorry if I’m interrupting anything, this must be startling, indeed. Regardless, I should have you know that the –
Before he can say anything else, the entire wall bursts open, and the player is greeted by the sight of English soldiers, wheeling forward a strange cannon-like weapon, its muzzle sparking with blatantly magical energy.
Marshall: Well, that should speak for itself. Say, have you ever wielded a gun? You know what, forget it. Just take your pick of my sidearms, we’re not getting out of here without a fight.
Marshall offers the player a choice between his pistol sidearm, and a rapier to fight the soldiers with. Upon disposing of the soldiers, the mission is complete.