A currently in progress project I've been working on where I create a story focused on music, based on different stories of musicians through the ages. All music used in this is a filler track to set the mood of particular chapters, not intended for sale or distribution.
Using Twine, an open-source tool for telling interactive stories, I crafted a digital, interactive novel where you read through a story with a specially chosen soundtrack to help the reader experience more immersion and deeper emotional connections to said story. Music not intended for resale and are meant to be placeholders until I can find a composer to work with me.
The team I worked with revised The RO Bucket manual as a request from the creator of this tool. Using many editing tools and techniques at our disposal, we worked together to improve the user experience of The Reverse Osmosis Bucket. My job was to shorten up the writing up the manual and reduce redundancies. Using tools such as the Hemingway Editor program, I edited the manual down and give it much more purpose and powerful wording, removing confusion scenarios and segments that made people think they were being asked a math problem. I then worked with the rest of the team to properly integrate my edits into the manual and make sure everything was synthesized together.
During my time as a Volunteer Game Writing Contractor for UW-Stout, I worked on a platforming game called Golfella. I worked with the main director of the game to create the dialogue and proper conveyance of instructions for the game through diagetic means through characters in the game, along with working with the artists of the game to create a Nintendo inspired instruction manual to help teach the basics of the game.
Time did not allow for the instruction manual to be fully finished by the time the game came out, but my dialogue, along with dialogue from the director of the game, and were implemented. In the end the game won an award from the Stout Game Expo (SGX), and it was a great time held by all.
My supervisor was Professor Micheal Tetzlaff, and was a great guiding hand in the process of writing for non-narrative focused games.