WRITING SAMPLES

Narrative design documents, quest outlines, traditional writing samples, and more.

Short Samples (1-2 Pages)

Concise writing samples demonstrating core narrative and dialogue skills.

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 their condition.

Character Brief

Cendelius Munia Character Brief
Character brief document for my own Elder Scrolls character, for my original Skyrim quest "The Mind Unbound". Shows character biography, motivations, and narrative role for the quest.

Dialogue Sheet

Toby Green - Catch and Release
Branching dialogue sheet for Toby Green, an NPC involved with a Fallout: Cascadia quest called "Catch and Release". Shows dialogue design with skill checks, emotional beats, and multiple resolution paths.

Interactive Samples

Detailed Analysis

GDC Gold Winner

Vampire: The Masquerade – Bloodlines Review
Won Gold Status in the 2025 GDC Game Narrative Review competition. Details how Troika Games used the Clan system to integrate core narrative themes directly into gameplay mechanics.

Studio Analysis

The Architecture of Ephemeral Choice: A Ludonarrative Analysis and Post-Mortem of Telltale Games
Comprehensive academic analysis examining Telltale's narrative design philosophy, business decisions, and lasting impact on interactive storytelling. Explores the tension between player agency and emotional resonance.

Cyberpunk Analysis

Deus Ex Narrative Review
In-depth analysis of Ion Storm's cyberpunk masterpiece, examining how Deus Ex pioneered immersive simulation storytelling through emergent narrative design and player-driven world exploration.

Mobile Game Analysis

Fate/Grand Order Narrative Design
Critical analysis of how the mobile game integrates high-text-density narrative with live-service demands. Dissects the shift from Restoration to Erasure Paradigm.

Classic RPG Analysis

Baldur's Gate II Review
In-depth analysis of how Baldur's Gate II uses companion relationships and reactive dialogue to create emergent storytelling within a traditional RPG framework.

Quest Design

The Elder Scrolls — Lost Vision

Branching Quest Outline
Built to Arcane University Creation Kit standards. Covers quest states, objective gating, fail-safes, and reactivity matrices with multiple paths that respect player agency.

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.

Traditional Writing

If you prefer to browse everything in Google Drive, you can view the complete folder here.