WRITING SAMPLES
A curated selection of narrative design work across dialogue, quest design, character development, and interactive storytelling.
Playables
Last Chance Motel
Interactive narrative prototype built in Arcweave during a game jam with a team of three. Heavy branching, variable-driven outcomes, and tonal shifts based on player choices. About five minutes to play; try different paths to see how consequences land.
Overlord
Short interactive fiction built in Twine in a single day. Branching consequences and distinct tonal shifts across multiple endings. Under five minutes; play twice to see the payoff.
Quest Design
The Phantom King
Five-phase side quest set in Fallout: New Vegas centered on The Kings and Johnny Velvet. Three major endings, a Wildcard path where the player claims leadership of Freeside, skill checks throughout, and faction reputation consequences at every decision point. Includes a companion dialogue scene showing how the quest structure translates into in-game conversation.
Lost Vision
Branching quest outline built to Arcane University Creation Kit standards. Documents quest stages, objective gating, dialogue conditions, fail-safes, and how player choices affect world state variables. Technical implementation documentation, not a pitch doc.
Stolen Heirloom
Linear quest demonstrating clear objective flow and pacing within a single-path structure. Not every quest needs to branch; this one shows how to make a straightforward quest feel purposeful.
The Weight of the Court
Original quest adapted from the Reynard Cycle for any feudal or pseudo-medieval setting. Players investigate witnesses and choose sides before a trial with four distinct endings. No faction is clean, no resolution is without cost.
Dialogue & Character
Toby Green: Catch and Release
Branching dialogue sheet from a Fallout: Cascadia quest. A confrontation with a desperate scavenger that can resolve through intimidation, persuasion, bribery, or violence, with skill checks and emotional beats reflecting the player’s approach.
Caravaneer Combat & Ambient Barks
Combat and ambient barks written for a generic Caravaneer NPC in Fallout: Cascadia. Covers 30+ trigger states including combat transitions, social interactions, and environmental reactions, written in Fallout’s register with character-specific voice grounded in wasteland caravan culture.
Cendelius Munia: The Mind Unbound
Character brief for an original Skyrim quest antagonist. Biography, motivations, narrative role, physical appearance notes for artists, voice direction for casting, and prop details. A handoff document designed for use across disciplines.
Ra'dharo Sabosiss
Complete NPC sheet for Beyond Skyrim: Elsweyr. Biography, daily schedule, and full branching dialogue tree, written and edited to the project’s house style standards. Character from concept through to implementation-ready dialogue.
Screenplays
A Bad Hand
Quest screenplay for Fallout: Cascadia. Cinematic scene work written for Creation Kit implementation, balancing player agency with character moments.
The Knight and the Brigand
Excerpt from a longer original screenplay. A self-contained sequence with sustained character voice, dialogue-driven development, and thematic contrast between Henry and Roland. Full screenplay on request.
Lore & Systems Writing
Codex entries, item descriptions, and other discoverable text that players encounter in-world. Covers both flavor writing and systems-integrated writing that connects to game mechanics. Dialogue, barks, cinematics, items, codex: the full spread.
Item Descriptions
Item/codex writing is compressed narrative real estate. Voice, lore, and mechanical clarity in short copy. Same skills as holotapes, terminals, pickups.
Original Wondrous Items
Formatted for D&D and repurposable for other systems. Two short paragraphs have to establish voice, embed history, and either reinforce or complicate the object's mechanical function. Each item carries lore beyond what its stats require. The skill translates directly to CRPG writing: terminal entries, holotapes, item pickups, readable notes; every word earns its place, the object implies a world, and the player draws their own conclusions.
Schism Codex Entries
In-world docs that support player choice: political and theological context so players can make informed decisions. Sample from an unreleased project; scrubbed of identifying details beyond genre and my role.
Discoverable In-World Documents
Schism is a fantasy narrative game in development at Far Owl Studios. The player controls Doliturne Bascriphis, a clergybuck running intelligence operations for a secret religious sect while embedded inside the institution hunting it. Espionage drives every decision: who to trust, what to reveal, which faction to serve. The codex supports that design: in-world documents in an authoritative encyclopedic register that give players the political and theological context they need to make informed choices.
Tabletop Design
Original quest, encounter, and settlement modules for D&D 5e. I include these because the design skills are the same ones I use in digital RPGs: structure, choice design, and reactive systems.
The Merchant's Silence
Mystery and investigation quest set in Waterdeep’s Dock Ward. Four resolution endings, moral complexity, and complete NPC profiles. Designed with Foundry VTT implementation notes including dynamic journal entries and evidence tracking.
The Cog That Thinks
Nineteen-page Mechanus encounter exploring consciousness and free will. Players discover a modron that has developed individuality and must decide its fate across four resolution paths, each with genuine trade-offs. Combat is possible but not assumed; the real conflict is philosophical.
The Slag Bargain
Settlement module where a dying mithral mine puts multiple factions on a collision course. Six resolution paths, Clock and Trust mechanics driving reactive systems, and no clear villains. Designer commentary references Fallout: New Vegas, The Outer Worlds, and KOTOR II.