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Cinematics

Concept Documentation

Game Design Documentation

​I am the versatile professional writer and editor with equal talent in writing dialogue, planning cinematics, and writing game design documentation.

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Like art, writing is an extremely pure form of expression with nothing to disguise the level of its quality. Like design, good writing is invisible to the player—they just get to enjoy it—but bad writing (and bad design) will destroy an experience. I'm privileged to be a writer in this industry because it contributes in enormous ways to a project. Not only does good writing provide life and depth to the obvious elements like character lore, world backstory, or the moment-to-moment dialogue in a game, but also it contributes to the real-world communications of the development team. Good writers contribute to the pitches, the presentations, the documentation, the marketing, the management, and even the code of good games. Writing is about reaching your audience, and it's a rare person who can communicate well across all media. I have the experience to do just that.



In addition, I have edited multiple publications for the web and print, and I am thrilled to have been a proofreader for Edmonton's On Spec magazine for over seven years. At the bottom of this page you will find samples of my most recent game-related writings, though you can also find my written work at the following locations on the web.



* www.teamlivefire.com - Chronicling the trials of my final project team at Vancouver Film School.

* www.gamerant.com - In-depth games industry news and reviews. I wrote some articles here.

* ikesgamingblog.blogspot.com - My personal blog covering my time as a game design student.

* www.unnatural20.squarespace.com - My fallow tabletop RPG blog focused on monster/encounter design.

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QA Documentation

Dialogue

Click through to see several cinematic shot lists and my cinematic, Purpose, which was made using UDK and nominated for the GD23 Best Machinima award.

​Click to see my Deus Ex-, Blade Runner-, and L.A. Noire-inspired MMO concept, The Beat, which was nominated for the GD23 Best Concept Document award.

Click to download my Game Design Document for Sealife, an underwater Metroidvania title that sets out to provide almost unlimited player customization through our marine natural history. This GDD ​was nominated for the GD23 Best GDD award.

Click to see a dialogue tree sample created for a short fantasy mission set in UDK's Epic Citadel.

I acted as the QA Manager For R.O.Bit, my final student project at VFS. R.O.Bit's complexity necessitated a detailed test plan that included early prototyping, numerous types of user tests, and many hours of internal testing, bug tracking, and regression testing. Click to see the QA Test Plan I developed for R.O.Bit.

​Click through to see selections of playable races and monsters for Dungeons and Dragons™ and Pathfinder.

Backstory and Lore

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