These are some samples of my writing and narrative design work, including barks, quest design, flavor text, and interactive narrative.
Flight 813 Is Down Interactive Fiction
This is a section of my interactive fiction medical drama Flight 813 Is Down, written using Ink in 2026.
What This Demonstrates:
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I have a fundamental understanding of how to construct an interactive narrative.
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I can write branching dialogue that gives players a feeling of freedom of choice and calls back on their past actions.
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I have a technical understanding of narrative design software including Ink and Twine.
Universes Beyond Art Briefs/Design
This is a sample of Magic: the Gathering cards themed around the Bioshock game series by Irrational Games, featuring unique mechanics and art briefs
What This Demonstrates:
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I can design card mechanics and write flavor text for an IP that respects existing material.
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I can write art briefs that communicates visual ideas for artists in short and effective paragraphs.
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I can follow company writing standards and organize my ideas using existing writing guides and formats.
Throne of Eldraine Flavor Text
This is a collection of flavor text lines that I wrote for all the cards in the Magic: the Gathering Throne of Eldraine expansion that do not have any.
What This Demonstrates:
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I can write flavor text based on existing art and game mechanics.
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I can write for an existing IP, following established tone, canon, and writing style.
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I can write in the voice of existing characters, and develop new characters that fit into the established setting.
Branching Narrative Quest Design
This is an interactive branching narrative, designed in the style of an MMORPG quest. It has multiple endings; what one will you get?
What This Demonstrates:
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I can write a full quest line, including NPC questgivers, tasks, and rewards.
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I can provide narrative context to gameplay tasks and rewards, increasing emotional resonance.
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I can write an interactive narrative with important, decisive choices that carry both gameplay and emotional consequences for the player.
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I can consider what options a player would choose in a situation and allow for multiple possibilities, including strange or evil options.
No Returns Allowed Cutscene Script
This is the script for a short cutscene, set in a post-apocalyptic sci-fi setting, to introduce a level in a ruined supermarket.
What This Demonstrates:
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I have a professional understanding of the screenwriting process and formatting.
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I can communicate the events of a cutscene without overwhelming with unnecessary details.
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I can write scenes with multiple characters that each have a distinct voice and identity.
Manhunt Enemy Bark Sheet
This is a collection of dialogue barks for an enemy inspired by Rockstar Games' Manhunt franchise.
What This Demonstrates:
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I can write dialogue barks for many different types of gameplay states and interactions, to give the player strategic information while also revealing more about the character.
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I can write characters in the style of an existing IP, such as Manhunt's bleak, ultraviolent tone.
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I can write barks in a wide variety of emotions and phrases while remaining true to a single context.
Sunspot In-Game Notes
These are the notes I wrote for my sci-fi horror game Sunspot, to build the game's backstory and provide hints for players. Character backgrounds are also included.
What This Demonstrates:
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I can write prose and in-game notes for a variety of unique characters and voices.
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I can combine important gameplay information with flavorful narrative rewards.
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I can define the personalities of characters and document them for other writers to follow.