WRITING SAMPLES
Narrative design documents, quest outlines, traditional writing samples, and more.
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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
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.
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
Fallout: New Vegas The Phantom King Quest Outline
A full quest outline (Phase 1-5) for a Fallout: New Vegas side quest centered on The Kings and Johnny Velvet. This demonstrates my skill in designing multi-path storytelling and systemic reactivity 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 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.
Old World Blues – New Vegas Rework
This document outlines my narrative design work for the Old World Blues New Vegas rework, an extensive update to the Hearts of Iron IV total conversion mod. I reframed faction identities, rewrote national focus arcs, and designed reactive narrative systems that preserve Fallout's tone within a grand strategy framework.
Highlights include re‑scoping narrative goals for the Mojave's key actors, aligning lore with playable mechanics, and introducing branching, consequence‑driven events that reinforce player agency and long‑run campaign identity.
Traditional Writing
The Knight and the Brigand
A short, linear screenplay focusing on dialogue-driven character development and thematic contrast between the noble Henry and the rogue Roland.
This demonstrates my ability to write tight, focused scenes, manage character arcs across conversation, and subtly integrate worldbuilding, concluding with a thematic inversion of the classic Arthurian tale.
The Compass
A short narrative scene that demonstrates my ability to write tight dialogue, manage pacing, and create compelling character interactions in a limited space.
This piece showcases traditional creative writing skills with atmospheric storytelling and character-driven narrative that could easily be adapted for game contexts.
If you prefer to browse everything in Google Drive, you can view the complete folder here.