Individual Works
The below sections are all individual based work, from Dungeons & Dragons campaigns, to publications and documentation examples.
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My work's evolution is especially prevalent in my campaign writings, as time and a lot of practice has taught me how to refine my craft. I've learned how to think less as a creative writer and more as a game developer.
Night of Secrets
What will you see on this quiet night?
Night of Secrets is a vertical slice of a choice-based text game. Created in Twine, this game was created from the idea of perceiving human lives through the lenses of our companions, and watching events unfold that the rest of the waking world might never see.
The path shown in the vertical slice is the story of how one night, things in a tense household take a turn for the worst...
Tabletop RPG Writing
Narrative & Gameplay Studies
Empires of Ioshari
D&D 5e Campaign
Empires of Ioshari is a D&D 5e module I created to challenge my own writing biases, and to make a truly different style of campaign.
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Using many alternate rules suggested in the 5e Dungeon Master's Guide, Van Richten's Guide to Ravenloft, and others, this campaign setting is an exercise in challenge. As such, I needed to create an appropriate difficult world. As I set up to confront my writing biases towards Western aesthetics and references, I intentionally set out to draw almost entirely from Eastern countries. Pre-Buddhist Japan, 2nd Century AD China, and medieval Mongolia most prominent among them. Of course the real challenge was utilizing these inspirations in a respectful way, but also making sure that it remained separate enough from the source material to remain a truly fantasy setting.
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This was easily the most difficult 5e module I've written, however it represents a real bit of development of my abilities as a designer.
Rise of the Ancients
D&D 5e Campaign
Rise of the Ancients is an epic-style campaign that I wrote over the course of 6 months at the start of the 2020 pandemic. It's 40 pages of one of the most intense creative exercises I've undergone. It includes histories, folk tales, short stories featuring important scenes my players saw while playing, and more. It was a true test of what it takes to truly build out a world to the level of games that I myself idolize precisely for their worlds.
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In RPGs, players expect a world that they can truly sink themselves into. Providing enough layers of content to allow them to do so is challenging, especially since it also has to allow enough room to let players imagine things themselves in order to interact with your content. It's ultimately the thing that makes games so special to both play and make!
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I cannot wait to make another narrative like Rise of the Ancients, and I hope next time, its for more than D&D!
The Mirror
What do you see?
Written for a literary competition, The Mirror is a horror short story that won a place in High Point University's literary magazine, Apogee.
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Written from two perspectives, of man and creature, looking at their own broken pieces of humanity, The Mirror is a post-apocalyptical tale located in the corpse of a once-decadent edifice of humanity.
Documentation Examples
LDDs, GDDs, and more.
Documentation and proficiency is written communication is one of my strengths. As my undergraduate degree is in communication, and I've now 4 years of writing various styles of game development documentation, for various clients. Below are some highlights, including GDDs for other projects on my portfolio.
Syn of the Order
Game Design Document
Syn of the Order is my most recent team project, worked on between June 2022 and August 2022. This GDD is roughly 20 pages long, and includes a contributors' table to show the progress of the project over the course of the development cycle.
A Bonnie Day
Game Design Document
A Bonnie Day was my main project from August 2021 to December 2021. It is featured here. The document was worked on throughout the project, by myself and my fellow designer and co-producer, with appropriate contributions by other members of the team where needed.
Eury's Song
Game Design Document
The GDD for Eury's Song was a different approach to writing documentation compared to other examples here. Chronologically it was first in the order, and also the only one where I'd consider it's writing to not be in agile methods. The document was not allowed to be written till the project was done, so it was not a living document, but rather almost a post-mortem.
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It was a valuable learning experience however, and really showed me how different expectations of documentation could be between studios while in industry.