The Outer Worlds: Murder on Eridanos / Obsidian Entertainment
Game Director & Lead Narrative Designer
Shipped titles: The Outer Worlds: Murder on Eridanos (PC, PS4, Xbox One | Single-Player Sci-Fi RPG)
Award Nominations: Golden Joystick Award for Best Game Expansion in 2021
Award Nominations: Golden Joystick Award for Best Game Expansion in 2021
“Murder on Eridanos is a fantastic swan song for The Outer Worlds, and it captures everything that Obsidian does well with RPGs and magnifies it even more.” - Shacknews
“If there's such a thing as a perfect DLC (minus those slug-forsaken fast travel mechanics), "Murder on Eridanos" is damn near it.” - Collider
“[Murder on Eridanos] hones in on The Outer Worlds’ strengths and is an excellent way to send off one of the best RPGs in years.” - Game Revolution
“The Outer Worlds: Murder On Eridanos DLC Is The Perfect Murder Mystery Experience To End The Game” - Game Informer
“This expansion is Obsidian at their best and compliments this entire experience so well.” - NoisyPixel
“The Outer Worlds Murder On Eridanos is my favorite story in the Outer Worlds” - MMORPG
“The Outer Worlds: Murder on Eridanos has everything that fans loved with a little extra to make it the proper send-off for this title. The whodunit direction was a smart way to focus on the amazing writing this game offers while causing the player to break down the possible suspects and solve this mystery.” - Inverse
“Murder on Eridanos is a fine send off to The Outer Worlds, giving players an opportunity to flex all their detective muscles in solving one final murder mystery.” - Hardcore Gamer
“The environmental design of Eridanos itself is quite impressive, featuring a unique landscape of floating asteroids and suspension bridges covered in lush purpleberry trees and fields of flowering plants.” - Screen Rant
“ Murder on Eridanos,’ released on Wednesday, is the second story-based expansion following “Peril on Gorgon.” The DLC transports you and your party members to a luxurious hotel, the Grand Colonial, on the colorful planet of Eridanos. But this is no vacation: You’re here to investigate what happened after a star actress (Halcyon Helen) was murdered in cold blood. The result is an entertaining noir-style adventure about conspiracies and intrigue that constantly left me in stitches.” - The Washington Post
Work experience:
- led a team of developers to create a DLC expansion to the Outer Worlds
- team size started at 10 core members, grew to 40 full time members for the majority of the project, and wrapped at 60+ including temporarily borrowed members from other teams
- development timeline was about 1 year, with 9 months in full production
- created and pitched the story and gameplay for the DLC
- the studio approached me and asked me to come up with an idea for a DLC for the Outer Worlds, to create the pitch and present the design proposal to studio heads and our publisher; it was green lit and we began work shortly after
- guided the creative vision and narrative consistency including the:
- setting
- factions involved
- dual storyline plot (initial lower stakes whodunit murder mystery investigation uncovers a higher stakes, larger threat to the Halcyon colony pulp sci-fi adventure)
- details, timeline, and "clues" for the murder investigation case
- key characters including the victim, villain, and suspects under investigation
- designed and oversaw several in-game cinematics: intro, fly-over arrival, the "big reveal," dispersing the cure or spreading the infection, and the slug queen finale
- crafted area content and regional storylines
- each of the floating islands that make up the region of the DLC contain their own stories for players to experience within the larger plot of the DLC
- wrote conversations, combat voice sets, quest text, and item descriptions
- established the voice and style of our friendly and hostile "infected"
- established the voice and style of the discrepancy amplifier
- wrote the hostile infected combat voice sets
- wrote some minor NPCs to help lighten the load on other narrative designers
- wrote SAM's companion lines
- oversaw voice recording and casting
- utilized outsourcing to supplement our environment art and area design creation
- worked closely with our cinematics director, art director, the IP franchise creators, and Goodbye Kansas to create our opening in-game cinematic from concept to ship:
The Outer Worlds / Obsidian Entertainment
Senior Narrative Designer & Team Lead (The Outer Worlds)
Shipped titles: The Outer Worlds, The Outer Worlds: Peril on Gorgon (PC, PS4, Switch, Xbox One | Single-Player Sci-Fi RPG)
Rated 86 on Metacritic
Awards: Science Fiction and Fantasy Writers of America Nebula for Best Video Game Writing 2019, Destructoid Game of the Year 2019, DICE RPG Game of the Year 2019, IGN Best RPG of 2019, MMORPG.com Best RPG of 2019, Famitsu Gold Award, Stevivor Best RPG of 2019
Nominations: BAFTA Games - Best Narrative for 2019, The Game Awards - Game of the Year nominee for 2019
Work experience:
Rated 86 on Metacritic
Awards: Science Fiction and Fantasy Writers of America Nebula for Best Video Game Writing 2019, Destructoid Game of the Year 2019, DICE RPG Game of the Year 2019, IGN Best RPG of 2019, MMORPG.com Best RPG of 2019, Famitsu Gold Award, Stevivor Best RPG of 2019
Nominations: BAFTA Games - Best Narrative for 2019, The Game Awards - Game of the Year nominee for 2019
Work experience:
- managed a team of game designers and writers to implement core features such as:
- the critical path/main storyline content
- companions
- recruitment, character quest, main conversations, banter, POI barks, interjections, voice sets
- player ship
- ADA, the crew meeting, ship events, companion decor, player mementos
- Phineas' orbital lab
- voice sets
- combat and ambient chatter for all factions and speaking creatures in the game, including companions
- designed and wrote
- companions
- SAM
- Vicar Max (co-wrote with Leonard Boyarsky)
- iconic, main characters
- ADA, the Unreliable's Autonomous Digital Astrogator
- Hiram Blythe, the Information Broker
- Catherine Malin, a SubLight boss
- Slaughterhouse Clive, the self-proclaimed Boarst King of Monarch
- The Corporate Compliance Crew (also known as the C3s): Berthold, Donald, Addie, Hudson, Joy, and Lance
- Peril on Gorgon DLC character: Jasper Low
- Also, some minor but memorable characters including but not limited to: Nelson Mayson, Agnes & Tucker Needham, Jesse Doyle, Ellen Chawla, Edna Ingmire
- area content and regional storylines
- Monarch: Fallbrook, C&P Factory, Stellar Bay
- The Groundbreaker
- Peril on Gorgon region: Olympus Orbital Pharmaceutical Station
- factional characters (establishing a voice unique to the faction)
- SubLight (the game's organized crime outfit)
- Automechanicals (the game's robots)
- quests, computer terminals, examinables / journals, items, and decor descriptions
- companions
- oversaw voice recording and character casting
- created marketing materials, ad copy, and trailer scripts including:
- Gameplay trailer: "Come to Halcyon"
- provided narrative direction, co-wrote trailer script
- Taco Bell Commercial: "A Taste of Power"
- assisted final script, co-wrote early script "Play It Your Way"
- Gameplay trailer: "Come to Halcyon"
- participated in pr and community outreach
Writing Samples:
Companion: SAM
SAM, which is short for Sanitation And Maintenance, is a janitorial bot that the player character can acquire as a companion in the game. SAM cannot hold a back and forth conversation but follows the player around and can assist during combat, occasionally spouting pre-recorded sales pitches and company slogans. He's loyal to the "customer" which is the player who owns him.
Fun Fact: SAM was created to be our "light on development" companion as an alternative to completely cutting down the number of companions in the game. To fit this constraint, I designed SAM to use either "user interfacing" type response lines and alerts or to pull from a "pre-recorded bank of commercial ads and company slogans" so that his lines could be reused in various scenarios throughout the game.
Example lines:
Sample files:
SAM's Introduction conversation (excel)
SAM's Banter with other companions (excel)
Some of SAM's misc interjections throughout the game (word doc)
SAM's Combat Voice Set Lines (word doc)
Conversation File Flow Chart Images:
SAM Intro (Sample of a Section)
SAM Banter with Companions (Sample of a Section)
SAM and Nyoka Crew Event (Full View) (she's drunk, passed out in a comical pose in her room)
SAM Combat Lines (Sample of a Section)
SAM, which is short for Sanitation And Maintenance, is a janitorial bot that the player character can acquire as a companion in the game. SAM cannot hold a back and forth conversation but follows the player around and can assist during combat, occasionally spouting pre-recorded sales pitches and company slogans. He's loyal to the "customer" which is the player who owns him.
Fun Fact: SAM was created to be our "light on development" companion as an alternative to completely cutting down the number of companions in the game. To fit this constraint, I designed SAM to use either "user interfacing" type response lines and alerts or to pull from a "pre-recorded bank of commercial ads and company slogans" so that his lines could be reused in various scenarios throughout the game.
Example lines:
- Don't let dirt destroy your life. SAM units are certified TOUGH ON SCUM.
- Issuing sanitation ticket. ERROR: refill printer paper.
- Reminder! If you let your SAM unit be eaten by wildlife, it voids the warranty.
- Beat 'em up Brush-heads. They're tough acting on stains.
- Did you know SAM units are capable of equipping regulation-grade flamethrower nozzles?! Upgrade your attachment today, and get to firing away!
Sample files:
SAM's Introduction conversation (excel)
SAM's Banter with other companions (excel)
Some of SAM's misc interjections throughout the game (word doc)
SAM's Combat Voice Set Lines (word doc)
Conversation File Flow Chart Images:
SAM Intro (Sample of a Section)
SAM Banter with Companions (Sample of a Section)
SAM and Nyoka Crew Event (Full View) (she's drunk, passed out in a comical pose in her room)
SAM Combat Lines (Sample of a Section)
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Iconic Character: ADA
ADA is short for "Autonomous Digital Astrogator" - she's the computer that navigates the player's ship, the Unreliable, through space. Due to (illegal) modifications and upgrades from her previous captain, ADA has gained sentience but often tries to hide this fact since she is the only sentient automechanical in the Halcyon colony. When questioned, she presents it as if her former captain commanded her to develop a personality for better ease of user interfacing and so she did. She's still expanding and working on her personality. ADA can feel emotion -- over the course of the game, she grows attached to the player who is her current captain, and she secretly mourns the death of her prior captain who she views as having (in a way) created her.
Fun fact: ADA is the only non-killable character in the entire game.
Example lines:
Sample files:
ADA's Main Conversation File (excel)
ADA's Crew Event with SAM (excel)
Ship Interior Barks - Ship in Lockdown Warnings (before player has earned the ship) (excel)
Ship Interior Barks - Captain's Quarters (excel)
Ship Interior Barks - Cargo Hold (excel)
Ship Interior Barks - Engine Room (excel)
Ship Interior Barks - Kitchen (excel)
Ship Interior Barks - Entrance (excel)
Ship Interior Barks - Exit (excel)
Ship Interior Barks - Game Progression Reactivity and Area Arrival Announcements (excel)
Ship Interior Barks - Crew Event in Progress (excel)
Conversation File Flow Chart Images:
ADA Main Convo Full View
ADA Main Convo Sample of a Section
ADA and SAM Crew Event Full View
Iconic Character: ADA
ADA is short for "Autonomous Digital Astrogator" - she's the computer that navigates the player's ship, the Unreliable, through space. Due to (illegal) modifications and upgrades from her previous captain, ADA has gained sentience but often tries to hide this fact since she is the only sentient automechanical in the Halcyon colony. When questioned, she presents it as if her former captain commanded her to develop a personality for better ease of user interfacing and so she did. She's still expanding and working on her personality. ADA can feel emotion -- over the course of the game, she grows attached to the player who is her current captain, and she secretly mourns the death of her prior captain who she views as having (in a way) created her.
Fun fact: ADA is the only non-killable character in the entire game.
Example lines:
- Please return any misappropriated equipment, and exit this vessel in an orderly fashion. Failure to do so will result in your immediate destruction. ...You are still here. My deception protocols have failed. I have been programmed to express disappointment.
- Well done, Captain. I must round up my original estimates of your competence.
- What? No. Absolutely not. I have no concept of self whatsoever. I identify entirely as a collection of electrical impulses with no fundamental consciousness. I never get bored and contemplate hijacking the ship. I swear.
- (When asked: Do you miss your last captain [who died]?) Do you know what it feels like when the ship undergoes an unexpected power surge? A jolt to the system. I have felt that. I do feel that.
- I've shut off the visual feed from my ocular inputs in the captain's quarters. So you're free to disrobe whenever you'd like.
- Why was I built to feel ennui?
Sample files:
ADA's Main Conversation File (excel)
ADA's Crew Event with SAM (excel)
Ship Interior Barks - Ship in Lockdown Warnings (before player has earned the ship) (excel)
Ship Interior Barks - Captain's Quarters (excel)
Ship Interior Barks - Cargo Hold (excel)
Ship Interior Barks - Engine Room (excel)
Ship Interior Barks - Kitchen (excel)
Ship Interior Barks - Entrance (excel)
Ship Interior Barks - Exit (excel)
Ship Interior Barks - Game Progression Reactivity and Area Arrival Announcements (excel)
Ship Interior Barks - Crew Event in Progress (excel)
Conversation File Flow Chart Images:
ADA Main Convo Full View
ADA Main Convo Sample of a Section
ADA and SAM Crew Event Full View
Companion: Vicar Max
Vicar Maximillian DeSoto started life as a child of laborers in a backwater town, until his passion for religion drove him to become a part of the clergy. Unfortunately, his 'energetic enthusiasm' and 'overzealous pursuit of heretical texts' led to him being 'assigned' to the colony's high security prison as its vicar, also known as prisoner 10532, where he excelled at holding his own in the frequent brawls he seemed to be always finding himself involved in. When the prison was closed due to dwindling resources five years ago, Max was released and reabsorbed into the church hierarchy. At the bottom, of course, which is where the player finds him.
Fun Fact: I co-wrote this character with the game's Creative Director, Leonard Boyarsky, to help lighten his workload. My main goal was to as closely match the character's voice and personality to what Leonard had established for him in Max's intro conversation in Emerald Vale.
Example lines (my writing):
- It is neither luck nor random chance. At times, destiny may not seem fair, but there is a reason for life-events, even if that reason is not immediately obvious.
- (In response to a crewmember saying, "You scienticians got no imagination. That's your problem.") I've imagined you being quiet. It was a nice daydream.
- I have to say, Ms. Holcomb, you are surprisingly adept in combative situations.
- (In response to a crewmember discussing how "mantiqueens devour their mates after copulation.") Makes one appreciative he wasn't born a mantisaur.
- Here's a little trick I learned in prison.
- This is the simple truth. We are all molecular machines. The body is a collection of atoms. The mind is a consequence of chemical reactions.
- Never anger a man of the cloth.
Sample files:
Vicar Max's Combat Voice Set Lines (word doc) (my writing)
Vicar Max's Intro in Emerald Vale (excel) (mix of my writing with Leonard's, majority Leonard's)
Vicar Max's Main In-Party Convo (excel) (mix of my writing with Leonard's)
Vicar Max's Quest Progression Convo (excel) (mix of my writing with Leonard's)
Vicar Max's Banter with other companions (excel) (mix of my writing with Leonard's)
Vicar Max's Points of Interest barks (excel) (my writing)
Vicar Max During Gas Siphoning Event (excel) (my writing)
Faction and Regional Characters: The Information Broker, Catherine Malin, Slaughterhouse Clive, the C3s, Jasper Low, Nelson Mayson, and many more
Some fan favorites of miscellaneous NPCs I wrote.
Example lines:
- "Why is it every cystypig-fucker who strolls into my town expects me to smile and shout awful friendly, "Welcome to Fallbrook! Only nugget of paradise in this law-forsaken land!" Like a void-damned advert. - Catherine Malin
- "You don't seem like the usual pigeons we pluck. No offense, of course, if you ARE a Byzantium gold-blood. Say, I'd like to do you a favor. Might I interest you in a surefire scheme? Wink, wink." - Nelson Mayson
- "Cause if you were one of mine - for more than a single hour - you'd know better than to intrude, you weak-chinned cysty-sucking meatbag! I ought to can you for slacking on the job. Ought to grind you through the machine. Give me one fine reason not to make you the King's dinner." - Clive Lumburgh
- "Mhmm. Might I remind you that it is unethical to lie in an arbitration. Our guidelines allow us some leeway in identifying threats to our client. Your... unorthodox profession makes me think we ought to remove you from the premises... permanently. However, the terms of our contract specifically targets marauders, Iconoclasts, MSI operatives, and anyone deemed too 'hobo-like' in appearance." - Donald Anderson of the C3s
- "Whoever reached greatness by coloring within the lines? And besides, my lines often move around on the page." - Jasper Low
Sample files:
Devil's Peak and The Information Broker
The SubLight town of Fallbrook
- Catherine Malin's Main Convo (excel)
- Nelson Mayson Side Quest (excel)
- Fallbrook Ambient Banter Byzantine Vistors (excel)
- Fallbrook Ambient Banter SubLight Thugs 01 (excel)
- Fallbrook Ambient Banter SubLight Thugs 02 (excel)
The Boarst King of Monarch's C&P Factory
- Slaughterhouse Clive Lumbergh (excel)
- Clive's Office Terminal (excel)
- Canning Machine Terminal (excel)
- Factory Guard Interrogation (excel)
The Corporate Compliance Crew (C3s)
Peril on Gorgon's Olympus Orbital Pharmaceutical Station (O.O.P.S.)
Accolades:
Pillars of Eternity II: Deadfire / Obsidian Entertainment
Narrative Designer
Shipped titles: Pillars of Eternity II: Deadfire (PC, PS4, Xbox One, Switch | Single-Player Fantasy CRPG)
Rated 90 on Metacritic and OpenCritic
Awards: PC Gamer Best RPG of 2018, Unity's The Golden Cube, Unity's Best Desktop/Console Game of 2018, Trusted Reviews Awards Best PC Game of the Year in 2018, Hardcore Gamer Best PC Game of 2018, RPGFan Best of Show at E3 2017, Hardcore Gamer Best PC Game at E3 2017
Nominations: Writers Guild of America 2019 Best Videogame Writing, The Game Awards Best RPG of 2018
Work experience:
Rated 90 on Metacritic and OpenCritic
Awards: PC Gamer Best RPG of 2018, Unity's The Golden Cube, Unity's Best Desktop/Console Game of 2018, Trusted Reviews Awards Best PC Game of the Year in 2018, Hardcore Gamer Best PC Game of 2018, RPGFan Best of Show at E3 2017, Hardcore Gamer Best PC Game at E3 2017
Nominations: Writers Guild of America 2019 Best Videogame Writing, The Game Awards Best RPG of 2018
Work experience:
- companion and major, iconic character writing
- companion: Xoti
- faction heads: Furrante, Aeldys
- memorable characters:
- Benweth, Mirke, Yseyr the Berathian, Two-Eyed Pim, Jadaferlas the Ancient, Mad Morena, Lucia Rivan, Bathor Erkon, Brenthís Torega, High Priest Kasu, Master Kua, Waenglith, Selena, Snake-Eyes Condwen, Enoi
- misc. pirates, slavers, Rathun, Dawnstars, and Huana
- critical path writing
- Magran's Teeth / Ashen Maw
- regional story writing
- Fort Deadlight, Dunnage, the Gullet & the Narrows, Crookspur, the Undercroft
- crafting voices (individual, regional, or race specific)
- factions and con langs
- PIRATES! (british influence)
- Vailians (latin/french influence), Hylspeak (scots influence), Rathun (norse influence), Dawnstars (american southern/western influence)
- romantic relationships
- Xoti x player (follower to possible lovers)
- Xoti x Eder (unrequited romantic to possible close friendship)
- Xoti x Maia (friends to possible lovers)
- Xoti x Pallegina (nemesis)
- Xoti x Serafen (friends)
- dialogue, including conversations, voice sets, and barks
- story book "choose your own adventure" event writing
- quest log, bestiary entries, lore books, soul reads, items, ambient life, and examinables
- voice recording, actor directions
Writing Samples:
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COHH CARNAGE plays Pillars of Eternity II: Deadfire, video featuring my writing for Benweth, Waenglith, Xoti , Furrante, and Fort Deadlight
Benweth's intro (starts at 9:40)
Furrante's intro (starts at 13:08)
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Waenglith and Xoti's intros (starts at 28:19 and 30:17)
Fort Deadlight regional content (starts at 13:26)
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Relationships and romances:
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Xoti x Maia
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Xoti x Eder
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Transcript:
So. You had a little run in with Ben, and then you dragged it to my doorstep. You could've wiped your feet before you stomped in. But I digress.I know what you did, and I know who you are. And unlike my unfortunately blockheaded second-in-command, I recognize a threat when it smacks me upside the head. So. This is me, Captain Aeldys - commander of the godsdamned new blood Príncipi, leader of the second largest fleet of pirates in the gods-fucking Deadfire - inviting you, a terrifyingly powerful and strange Watcher, to come and meet with me under the strictest parley at Fort Deadlight. Which is to say, I promise not to gut you when you arrive for dinner and drinks.
Looking forward to having a little hearthside chat. I would like to offer you a partnership of the most glorious and goriest variety. I scratch your back, you gut my enemies from hip to jaw. We laugh at their deaths over a bottle of the finest rum.
Oh, and when you come, bring some candied nuts.
Your newest and dearest friend, Aeldys
PS - This is not a trap.
So. You had a little run in with Ben, and then you dragged it to my doorstep. You could've wiped your feet before you stomped in. But I digress.I know what you did, and I know who you are. And unlike my unfortunately blockheaded second-in-command, I recognize a threat when it smacks me upside the head. So. This is me, Captain Aeldys - commander of the godsdamned new blood Príncipi, leader of the second largest fleet of pirates in the gods-fucking Deadfire - inviting you, a terrifyingly powerful and strange Watcher, to come and meet with me under the strictest parley at Fort Deadlight. Which is to say, I promise not to gut you when you arrive for dinner and drinks.
Looking forward to having a little hearthside chat. I would like to offer you a partnership of the most glorious and goriest variety. I scratch your back, you gut my enemies from hip to jaw. We laugh at their deaths over a bottle of the finest rum.
Oh, and when you come, bring some candied nuts.
Your newest and dearest friend, Aeldys
PS - This is not a trap.
Misc samples from in-game:
Accolades:
Tyranny / Obsidian Entertainment
Narrative Designer
Shipped titles: Tyranny (PC | Single-Player Fantasy CRPG)
Work experience:
Work experience:
- companion and major, iconic character writing
- Bleden Mark, Archon of Shadows
- Kills-in-Shadow, Companion (Beastwoman)
- regional story writing
- dialogue, both conversations and voice sets
- crafting voices (individual, regional, or race specific)
- created the unique voice and lore of the Beast Tribes
- helped shape the voice and diction of the Scarlet Chorus and the Earthshakers
- developing backstory and plot
- item, area, and creature descriptions
- short story writing for media purposes
- Carved of Shadow, Crept from Darkness
Layla’s head lolls, and the darkness draws closer. Hunched and hulking, it moves inhumanly on elongated hands and feet, crawling, creeping, no, stalking across the room, its saber-like claws tap-tap-tapping slowly, deliberately, against the mosaic tiles. It is hunting. And they are its prey. - Shush
Bleden Mark, Archon of Shadows, leaned back against the wide, stone colonnade. The infamous assassin liked the hard press of the stone between his shoulder blades. It jabbed at the back of his mind, distracting. It affixed him as his amber eyes roved the captivating form of his Overlord.
- Carved of Shadow, Crept from Darkness
Writing samples:
Kills-in-Shadow: Intro and Main Conversations
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Bleden Mark: Intro + Main, Court, Combat Conversations
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Accolades:
Below are some fan art and community comments that made my little heart particularly gleeful <3
WildStar / Carbine Studios
Senior Game Designer (Zone Lead)
Shipped titles: WildStar (PC | Multi-Player Sci-Fi MMO)
Work experience:
Work experience:
- managed a design team
- leveling zones: Everstar Grove, Celestion, Galeras, Farside, and Wilderrun
- endgame zones: Arcterra, Halon Ring
- instanced gameplay experience (dungeon): Shiphand: Deep Space Exploration
- feature designs: NavPoints and three unannounced, new systems
I also ran the WildStar tumblr for the community team and grew the blog from 800 followers to 5k+ from June-October 2014.
sample content docs zone development Visio Doc outlining proposed playspaces and quest flow in Tract 1 of Celestion (pre-production) Visio Doc illustrating existing playspaces and storylines in Celestion quest creation Quest Doc demonstrating sample writing for various Bounty Board quests Quest Doc detailing quest flow and game writing for the Lopp episode "Of Redmoons and Gold Doubloons" creative naming Sample selections of creative work for names and titles |
YOGSCAST plays Shiphand: Deep Space Exploration
(This footage is from is the Beta version of the mission. Skip to 3:50 to start Shiphand mission footage.)
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(This footage is from the Beta version of the mission. Skip to 2:00 to see cinematic + vertical and upside down Shiphand gameplay.)
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WildStar Zone Spotlights: Time-lapse footage of Celestion, Galeras, Farside, and Wilderrun courtesy of itsALICEduh
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Harehollow -- hidden easter-egg content in Celestion. The cave itself and the loot chest with special decor items are accessible to all players. Explorer path players also have a mission that directs them to the cave and unlocks a secret back room containing a mad tea party.
Fallen Earth / Icarus Studios
Lead Content Designer, Head Writer
Shipped titles: Fallen Earth: the Grainway, Fallen Earth: Reloaded (PC | Multi-Player Post-Apoc MMO)
Work experience:
Work experience:
- managed content department
- leveling zones: Sector 1: the Plateau, Sector 3b: Terminal Woods, and Sector 4: Alpha County
- narrative / writing
- live team work and expansion development
- holidays and world dynamic events
- itemization and boss encounters
- experience with Free-to-Play and subscription business models
sample content docs
zone development
- area overviews
Boneclaw: Aqueducts
Boneclaw: The Creepy-Crawlies Cockroach Corral
quest creation
- starting area quests
Task/Side Quests - for Solo players
Faction-specific Episode/Plot Quests - for Solo players
- end game area quests
Serendipity/Found Quest - for Group players
creative naming
World Areas, Non-Player Character, and "Boss" naming
voice over dialogue
The Judges: Hostile/Aggro text
zone development
- area overviews
Boneclaw: Aqueducts
Boneclaw: The Creepy-Crawlies Cockroach Corral
quest creation
- starting area quests
Task/Side Quests - for Solo players
Faction-specific Episode/Plot Quests - for Solo players
- end game area quests
Serendipity/Found Quest - for Group players
creative naming
World Areas, Non-Player Character, and "Boss" naming
voice over dialogue
The Judges: Hostile/Aggro text
The Vampire Diaries: Get Sucked In / Arkadium
Game Writer
Shipped titles: The Vampire Diaries: Get Sucked In (Facebook | Single-Player Social)
Work experience:
Work experience:
- 100+ missions
- Vampire Diaries character dialogue
- Facebook development experience
- experience working with Warner Bros. during revision of proofs for consistency of intellectual property