You love games.
That’s why you make them.

You’re sitting on a project you truly believe in…
but you can’t help but think:

”These NPCs feel like NPCs. Placeholders. No bite, all bark.”

I’ve got you covered.

I mAKE YOUR CHARACTERS BREAK, BREATHE AND BEG.

”I love this game but reading the 'flavour' text feels like unpaid overtime.”

I’ll make it feel like a raise.

lore that raises eyebrows.
And bottom lines.

”I have eight side quests and zero reasons to care.”

Yikes. Let’s fix that. Together.

Words glue worlds.
In teams or solo.

“Okay, but games are more than just words.”

Bet.

I bring Swiss-army-knife energy.

  • 15 years in customer service and education.
    I’ve worked with people from all walks of life.
    And I’ve been paying attention.

    My work connects not because I talk the most,
    but because I listen first.

  • Double major in IT and Philosophy.
    I work with AI every day and know when it helps and when it gets in the way. I love technology, but I still respect the poetry of pen and paper.

    My designs are specced for machines, but written for people.

  • I’ve been playing music for 15+ years, worked as a sound engineer, and spent plenty of nights on stage and on the road with bands.

    Beethoven? No.
    Able to talk shop with your sound team without being tuned out? Yes.

  • I’ve been painting and making images for years. Along the way that’s turned into group shows, a solo exhibition, and a few paintings ending up in hotels in Dubai. I shoot live music and events for friends, and any photos or sketches you see on this site are mine.

    I can translate words into pictures.
    Fewer headaches. Faster results.

Featured Samples

Branching Dialogue
A conversation between the player and an NPC, showcasing player agency, NPC reactivity, tone, and diverging outcomes.

Play in browser on Itch.io

Character Design Retrospective

Azaaris, Runt of the Menagerie

How one of my original characters came to life, piece by piece.

Read the case study

Design doc samples

  • Design Rationale:
    Story-critical MacGuffin later revealed to contain a parasitic bio-weapon (”Skitterseethe”) capable of corrupting Dreamlight. Environmental storytelling and systemic item designed rolled into one.

    “A thin film envelops a writhing tumorous mass, giving shape to what appears to be a key — though what accursed mechanism would require so base an artefact to unlock, I shudder to consider.”

    Huntmaster Alzria Duskbane.

  • Design rationale:
    Three reactive barks from a narrative-driving NPC reflecting different emotional states. This demonstrates VO context tagging, tonal control and character iteration.

    Grebble shifts between three different voices depending on who (or what) he is addressing, signaling his dubious reliability to players without relying on heavy exposition.

    [Ambient_Harassing]“No, no and No! I haven’t any money for you, boy. What are you supposed to be anyway? Some filthy beggar folk hero?”

    [Ambient_Lucid]“Degradation and decrepitude — powerful disguises against the uninitiated*.

    [Ambient_Orphans_Special] → “BOY! Did you not just eat? Looking for seconds? Get that finger out of your nose, you crusty goblin! Honestly…”

  • Design rationale: Pivotal story quest which tests player understanding of the world as well as player ingenuity. Demonstrates branching logic as well as long term narrative consequence.

    Quest type: Escape / crucial narrative encounter

    Summary / hook: After their victory in the arena, the protagonists have drawn much attention to themselves and their abilities; not all who observe do so with benign intent. Their victory celebration — and their cups — had been poisoned with treachery.

    Drugged and dragged into the foetid lair of Cruexiform, the party wake to find themselves suspended in a steely silk. Upside down, hands and legs bound, mouths unable to scream or speak; only eyes left free… To witness.

    The party must devise a way to stall for time as rescue comes.

    Outcome paths: 6 total branching outcomes, each with different implications for future narrative paths and faction politics.

View full narrative and content design portfolio

Services

Cast &
characters

NPC to MVP

  • VO scripts
    Dialogues
    Barks
    Character Design

lore &
Worlds

Flavour not filler

  • Worldbibles
    Settings
    Items
    Style guides

Narrative & Systems

Player-first, Dev-friendly

  • Mechanics
    Progression
    Quests
    Themes

Contact

Drop a link or a line. I’ll take it from there.