Summitbound - Rat Magic Games
During late 2025, I worked as a writer and programmer on Summitbound, an episodic visual novel. During my time on this project, I wrote around 50,000 words for the first episode.
Long, branding dialogue trees with heavy deviation. In this game, one large choice can affect the tone of the game, and which characters are alive or dead.
A significant world building document: I built the world and all that comes with it around the idea that magic is rare and heavily regulated -- with mages essentially graduating from a mandatory university-prison. The characters reflect that world building.
Voice: I directed two voice actors and worked directly with an audio engineer on refining their lines. I also formatted the lines to prepare them for the actors and directed them during the session.
Dialogue for cutscenes & trailer.
Play the demo here.
Best Served COld - Rogueside
I worked as a contractor for Rogueside from November 2023 until Mid July 2024 where I led the world building, story, and branching narrative scenes for their upcoming game Best Served Cold.
During my tenure there, I was the sole writer on the project, so I oversaw the writing of story, characters, and plots. The project is a narrative heavy game and has branching dialogue as one of its main tenets, so I worked closely with many members of the team to ensure quality and cohesion.
A long, episodic plot.
A significant worldbuilding document.
Character dialogue with branches.
Dialogue for cutscenes & trailer.
Play the demo here.
IDOLATRRY (DEMO): Writer & Programmer
Throughout the month of October in 2025, I worked with a collaborator on a month-long project. Idolatry, an orthodox horror game set in mid-nineties rural Romania.
I was responsible for story, writing, design, and programming (JavaScript). The full game has 2D lighting, cutscenes, cinematics, and complex routes the player can take.
Some of the things I was responsible for:
Story -- I worked with my collaborator to create a story set in Romania (where I spent my childhood).
Programming -- I put the majority of the game together in engine, utilising Javascript & working with various plugins to achieve the look and feel we wanted from the game.
Design -- A dozen puzzles, boss fights, etc.
Writing -- Most objects are clickable, dialogue and story beats were written by me.
QA & Bugfixes -- We were a small team so I had to do QA throughout the final week of the project, finding and fixing many bugs.
Ongoing Survival Horror Project: Writer and Narrative Designer
Unity Game - 2022 - Ongoing
Most recently I have been working on a survival horror game with a small team. This project began as a horror gamejam during Halloween, but quickly expanded in scope and design. I am the sole writer on the project. This project has a significant amount of worldbuilding attached. It is fully voice acted, and has multiple layers of narrative to it, including notes, diary entries, character monologue, branching dialogue, and story.
For this project I've completed:
The full story and all ending permutations.
Dialogue -- fully voice acted.
20,000 word Lore Primer to assist artists and designers in understanding the worldbuilding.
Directed multiple voice actors.
Multiple diary entries and notes for players to read.
World setting and background.
Implemented dialogue and voice audio into Unity.
Here's the current playthrough, which is fully voice acted. I was charged with writing and implementing all the dialogue, as well as directing both voice actors and pulling their audio files into Unity.
The dialogue system we worked with was the Pixel Crushers Dialogue System, and had quite a learning curve. The project currently has a working Level 1 but is on haitus as it began as a Gamejam Project.
Sunfall: Children of Adiona (Freelance Writer for Tractor, Set, Go!)
During late 2022 I worked as a freelance writer on Tractor, Set, Go!'s upcoming game. I am under NDA so I cannot showcase much work, but I was responsible for world building, dialogue, and some story elements.
For this game, I worked in Twine as well as the Unity Pixel Crusher Dialogue System.
Unity Game - 2022
Lovers Defence is a game I created by myself and a few friends for the Ludum Dare 50. The Ludum Dare is a challenge where you have to create a game within 72 hours. We finished it and still plan to update it every few weeks with more story and features. For this project, I did all the writing and game design. I wanted to approach the Tower Defence genre with something I’ve not seen in it before, story progression! The game is about defending your tower from an evil witch who seems to have ulterior motives.
For this, I worked in Unity and assisted the programmers in developing a narrative system that could work seamlessly with the systems I designed. Story segments fit into the waves so in completing them you get story progression. As the game develops I plan to add events and sequences that will add character, depth, and more humour to the game.
Here you can see that the game design systems are built to have dialogue in mind, therefore when making new levels if dialogue is needed to be added it can be done quickly, easily, and most importantly, by other writers who may not be as equipped to use programs like Unity. As I’m also the designer, I made sure that the wave design was fluid and capable of being adjusted last minute.
To write the dialogue, I used Excel, as we were in a gamejam and having my work available to be read quickly and without pushing and pulling too many changes on Github was a necessity, which meant it was sort of messy. If this wasn’t a time intensive change, I would’ve done the dialogue on Arcweave, Final Note, or even Scrivener.
SYLA (Vertical Slice)
SYLA (Vertical Slice)
I began working with PiratCo in 2017 where I was contracted to create the world and characters for their older project, Druids, a MOBA set in a Celtic universe.
In 2019, I was brought back to began lead the writing on a narrative game set in that same universe.
The game tells the story of Syla, the Goddess of Chaos. Syla journeys through the ancient Celtic cycles of creation and destruction on a quest for vengeance. The studio completed a vertical slice for this project that featured the game’s main systems in development (including combat, climbing, and enemy AI), as well as environmental art and narrative. Unfortunately, we were unable to secure funding for full production, so I moved on from the project in 2021 to pursue my Masters' degree.
Twine Game
Finnish Mythological Queer Horror
Twine Game - 2022
I developed this project in Twine as an exploration of Finnish Mythology through a queer lense. This was originally a project for university but it slowly developed, adding diary-like entries and visuals to match. To get the aesthetic right I had to play around with Twine’s HTML features as well as figure out what was correct for the piece. Here is an example, the protagonist is dreaming in the sequence and the memory, despite being traumatic, is also something looks back on and associates with love in a strange way.
The link to this game is a HTML Twine link which cannot be embedded, if you want to play through it, please just ask as I don’t feel ready to push it to itch.io just yet.
World Building Excerpt - 2020
SYLA - PiratCo
Prose completed for PiratCo while I worked there on their game SYLA. I was responsible for most of the world-building. This piece was used by the artists and designers to set the mood for the level, as well as an exploration of the protagonist and her motivations.
Game Design Analysis - 2017
Work done for After Utopia
This document was created by me to explore the factions of the world. I was brought on as a writer and narrative designer after their last writer had built the basics of the world but was unable to continue.
After Utopia was cancelled and didn't get out of the development stage.