WRITING SAMPLES
A curated selection of narrative design documents showcasing dialogue, character development, and interactive storytelling across multiple formats and tones.
Want to browse additional samples? Access my complete writing samples folder on Google Drive.
Playables
Last Chance Motel: Arcweave Game Jam
Last Chance Motel is an interactive narrative prototype built in Arcweave during a game jam. Developed with a team of three, the project was my introduction to Arcweave, a collaborative, all-in-one tool for designing interactive stories with branching dialogue, variables, and play mode prototyping. We pushed the engine to its limits: this sample features the heaviest use of choice, consequence, and branching storylines that Arcweave allows within typical jam constraints.
Arcweave lets narrative designers map and test stories visually without code, using components, connections, and Arcscript for logic. Our prototype demonstrates systems-aware branching, variable-driven outcomes, and the kind of player agency that scales from prototype to full production.
Overlord: A One-Day Twine Experiment
Overlord is a small interactive fiction prototype I built in a day to explore Twine's rapid iteration loop and hyperlink-driven narrative structure. It experiments with tone, consequence, and short-form branching without heavy implementation overhead.
This playable sample demonstrates my work with choice-driven narratives: meaningful consequences, clear player agency, and distinct tonal shifts based on player decisions.
Quest Design
Full quest outlines demonstrating multi-path storytelling, world and factions that respond to player choices, and player agency within established RPG IPs.
Fallout: New Vegas, The Phantom King
A full quest outline (Phase 1-5) for a Fallout: New Vegas side quest centered on The Kings and Johnny Velvet. This shows my skill in designing multi-path storytelling and factions that respond to player choices within the New Vegas IP.
The outline includes detailed skill checks, three major branching endings, and a Wildcard Ending where the player can claim leadership of Freeside, proving my ability to build complex player agency into quest structure. The quest respects New Vegas's faction reputation systems, integrates with existing NPCs and locations, and provides multiple resolution paths that reflect player choices throughout the game.
The Elder Scrolls: Lost Vision
Branching Quest Outline
Built to Arcane University Creation Kit standards. Covers quest states, objective gating, fail-safes, and tracking how choices affect outcomes, with multiple paths that respect player agency.
This outline demonstrates technical quest design documentation, showing how quest stages, dialogue conditions, and world state variables interact to create branching narratives. The quest includes multiple resolution paths, skill-gated objectives, and reactive NPCs that respond to player choices.
The Elder Scrolls: Stolen Heirloom
Linear Quest Design
A focused linear quest demonstrating clear objective flow. Shows mastery of traditional quest structure and pacing with single-path narratives.
While branching quests give players real agency, linear quests require precise pacing, clear objectives, and meaningful character moments. This quest demonstrates how to create engaging content within a linear structure, balancing narrative beats with gameplay flow.
Dialogue & Character Samples
Short-form samples demonstrating dialogue design, character voice, and documentation skills.
Dialogue Sheet
Toby Green: Catch and Release
In this Fallout: Cascadia quest, the player investigates the disappearance of a local farmer's livestock, only to discover Toby Green, a desperate scavenger, is responsible.
This branching dialogue sheet shows how the confrontation can resolve through intimidation, persuasion, bribery, or violence, with skill checks and emotional beats that reflect the player's approach.
Bark Sheet
Caravaneer Generic Barks
Bark dialogue system for Fallout: Cascadia trading caravaneer NPCs. Demonstrates reactive dialogue that responds to player actions, environmental context, and changes to NPC condition, written in spreadsheet format for production use.
Character Brief
Cendelius Munia: The Mind Unbound
Character brief for an original Skyrim quest antagonist. Includes biography, motivations, narrative role, physical appearance notes for artists, suggested voice direction for casting, and prop/costume details to help realize the character across disciplines.
Beyond Skyrim NPC Sheet
Ra'dharo Sabosiss (Beyond Skyrim: Elsweyr)
Complete NPC sheet for an original Beyond Skyrim character, showcasing full character implementation from concept to dialogue. Includes biography, daily schedule, and the entire branching dialogue tree edited in Beyond Skyrim style standards.
Unlike technical character briefs, this demonstrates how I develop fully realized characters with complete dialogue trees, showing character voice, reactivity, and how NPCs integrate into the world through conversation.
Tabletop Design
Original quest, encounter, and settlement module designs for Dungeons & Dragons 5th Edition, demonstrating game master experience, modular design, and professional module creation.
The Merchant's Silence
Quest Design Document | D&D 5e
A mystery and investigation quest set in Waterdeep's Dock Ward, featuring moral complexity, multiple resolution paths, and player-driven outcomes. Designed for Foundry VTT with dynamic journal entries, evidence tracking, and scalable encounters.
This quest shows how I create engaging mysteries where player choices matter, with four distinct resolution endings, complete NPC profiles, detailed location layouts, and Foundry VTT implementation guidance.
The Cog That Thinks
Philosophical Roleplay Encounter | D&D 5e
A 19-page Mechanus encounter exploring consciousness, free will, and what it means to be alive. Players discover Eleven, a modron that has developed individuality while remaining loyal to Primus, and must decide its fate. Features four distinct resolution paths: help it hide, help it escape, convince it to report itself, or bring it to Primus. Each path has genuine trade-offs and lasting consequences. Combat is possible but not assumed; the real conflict is philosophical.
This encounter demonstrates reactive storytelling, player choice, philosophical depth, and memorable NPCs. The four resolution paths each have genuine trade-offs, showing how player decisions create meaningful consequences.
The Slag Bargain
Settlement Module | D&D 5e
A Moonsea settlement module that applies design principles I've studied from the best RPGs to my own work. The mithral mine that built Slag Hollow is dying, with multiple factions claiming different truths. Players arrive as tensions reach breaking point. What they do in seven days determines whether Slag Hollow survives. Features six resolution paths, reactive systems (Clock and Trust mechanics), and no clear villains: every faction has legitimate motivations.
Designed to apply lessons from the best RPGs: faction conflict with gray morality, meaningful choice without perfect outcomes, place as character, and reactive world systems. The module's designer commentary references Fallout: New Vegas, The Outer Worlds, and KOTOR II.
Screenplays
A Bad Hand (Fallout: Cascadia)
A quest screenplay for Fallout: Cascadia. This piece shows how I write cinematic scenes for Creation Kit implementation, balancing player agency with character moments and worldbuilding.
Written for a Fallout: Cascadia quest, this screenplay illustrates how narrative designers translate branching quest structures into game development pipelines where narrative teams collaborate with cinematics, voice acting, and animation departments.
The Knight and the Brigand
A traditional longer-form screenplay focusing on dialogue-driven character development and thematic contrast between the noble Henry and the rogue Roland.
I wrote this screenplay to demonstrate extended scenes in screenplay format, managing character arcs across conversation and integrating original worldbuilding. As a longer piece, it shows sustained narrative pacing and character exploration.