Superliminal

Developed and published by Pillow Castle Games for PC, PlayStation, XBox and Switch, I worked with the team to create and develop the characters of Dr. Glenn Pierce and the Standard Orientation Protocol, as well as write all dialogue in the game. I also directed the voiceover sessions and contributed to the overall narrative design of the project.

Techtonica

Developed and published by Fire Hose Games for PC and XBox, I worked on a full-time basis for several years to develop all writing and narrative design on the project, as well as casting and voiceover direction. Notable for its unprecedented inclusion of an extensive narrative in the factory automation genre, much of this work was done with little or no reference to existing titles.

Actual Sunlight

Developed and published by myself for PC, PS Vita and Switch, Actual Sunlight was my first release as an independent game developer. It was critically acclaimed for its bleak but realistic depiction of depression, social alienation, videogame addiction and office life. I was responsible for all writing and narrative design.

The Invisible Hand

Developed by Power Struggle Games and published by Fellow Traveller for PC, my work on this game as writer and narrative designer called for the creation of a comedic but also sharply critical portrayal of the world of contemporary high finance. I created and developed the storyline, characters and wrote all content in the game.

Little Red Lie

Developed and published by myself for PC and PlayStation, Little Red Lie was my second project as an independent developer, and was critically acclaimed for its painful portrayal of the excesses of wealth, the havoc that mental illness can create within families, and the potentially-disastrous impact of the intergenerational wealth transfer which lies ahead. I was responsible for all writing and narrative design.

You Will Die Here Tonight

Developed by Spiral Bound for PC, I was responsible for all writing and narrative design on this survival horror project. Inspired by underrated gems such as Resident Evil: Gaiden, we sought to create a new kind of narrative focused on replays with multiple characters and shifting circumstances depending on how the player performs as each.

Astronomics

Developed and published by Numizmatic Games Corporation for PC, my work on this game involved creation of the game lore and setting, as well as dialogue and characterization.

Sometimes Always Monsters

Developed and published by Vagabond Dog for PC, my work on this game consisted of developing and writing for the major NPCs in the game, including the extensive cutscenes detailing the relationships between them. I also wrote all screenplays for the short films available to players in the movie theatres for each location within the game.

Guildmaster Story

Developed and published by myself for mobile and later ported to PC, Guildmaster Story was my third project as an independent developer. A far more lighthearted title than my first two, it was praised by critics and players alike for its acidic sense of humour about unpaid internships, the silliness of spoiled rich adults, and how it played against tropes in the mobile puzzle game and RPG genres.

Planet of the Eyes

Developed and published by Cococucumber for PC, PlayStation and XBox, my work on this game encompassed all writing and narrative design. I also directed the voiceover session in which all of the audiologs were recorded.

Riverbond

Developed and published by Cococucumber for PC, PlayStation, XBox and Switch, my work on this game encompassed all writing and narrative design. This was also my first opportunity to work on a title that was primarily created for children.

Hope in the City

Currently in development by Lofty Sky Entertainment for PC, my work on this game is focused on narrative design and implementation in Unity.

Engines

I have experience in RPG Maker, Unity, Godot, UE5 and have worked with teams to ship games in several of these engines on all major platforms, including PC, Mac, Linux, Android, iOS, PlayStation, XBox and Switch.

Tools

I am experienced with a wide variety of writing and narrative tools for games, including Articy Draft, Arcweave, AGS, Adventure Creator, Fungus, Ren'py, and the greatest of them all: Microsoft Excel.

Location

I am based in Toronto, Canada in Eastern Standard Time. I am potentially available for travel or relocation, and have been effective in working remotely with teams from Seattle to Lyon.

Leadership

By virtue of having shipped several games myself, I have also worked extensively to lead both creative and technical efforts, which has included directing the efforts of programmers, artists and musicians.

Production

I have been an effective business and development liaison with platform representatives, dealing with all aspects of acquiring and securing devkits, managing the technical (TRC) and store requirements of submitting to console platforms, as well as dealing with issues related to ratings and localizations.

Marketing & Media

My career outside of game development has been in corporate communications and public relations for the financial services and pharamaceutical industries, and I have brought that extensive experience to bear in promotional efforts for my own games as well. I am fully comfortable communicating with the media in support of any project.