"Oh, so this guy's a writer," you may be thinking. Well... you're not wrong. But across my 15 years in the industry there are a billion and one things I've done, across a great range of roles. So let's delve a little into what I could do for you, in exchange for money -- thanks, capitalism!
Got a story and wondering if it's any good? Or perhaps your cast is missing a bit of pep, pizzaz, or rizz? You can hire me to take a look at what you've got so far, analyse it, pinpoint weaknesses and opportunities, and even make suggestions for how you could make it better.
Games I've consulted on: The Plucky Squire, Jack Move, Railgrade
Okay, so you've got your story -- but now you need words. And not just words, but economical, evocative, and entertaining dialogue that jumps off the page. Guess who's got two thumbs and can do that? Well, quite a lot of people, but I was specifically thinking about me.
Games I've written on: Murder by Numbers, Heavenstrike Rivals, The Swords of Ditto, Fantastic Beasts, [Sad Owl Studios Project], and many, many more
One of my core beliefs is that there's very little out there that couldn't do with a good edit (this site included), and the best editing happens from an outside perspective. I can help you tighten your script and wring more emotion and development out of your characters. I can also help get your script VO ready, ensuring your actors aren't stumbling over their words. Or, I can also just do a load of dick jokes, if that's what you want. I'm easy.
Games I've edited: The Good Life, Murder by Numbers, Decay of Logos
It's all well and good having your narrative, but how are you going to surface it to the player? What range of expression needs to be implemented to show the narrative in the best light? From bark and ambient dialogue systems to technical cutscene system specs, it's all gravy. (Not actually gravy. (Sadly.))
Games on which I've done narrative design: Murder by Numbers, Heavenstrike Rivals.
Getting the narrative from your documentation into the engine is, let's face it, a right pain in the tailbone. I have extensive experience with Unity and Unreal, narrative tools like Twine and Ink, and numerous proprietary tools and pipelines. So whether it's placing dialogue triggers or scripting interactions and game flow, I can help!
Games on which I've done implementation: [Sad Owl Studios project], Murder by Numbers, Heavenstrike Rivals, The Swords of Ditto.
Oh ho ho, I'm not just a writer! I've done a ton of design over the years as a dual-class writer/designer at Mediatonic. Overseeing whole aspects of a game? Check. Feature-specific design and technical design documents? Oh yeah. Gimme gimme gimme.
Games I've contributed to: Murder by Numbers, Heavenstrike Rivals, Kitty Powers: Love Life, multiple unreleased games
Honestly, I think one of my best strengths is the ability to maintain a holistic, player-centric vision of a game, and work with everyone involved to make sure that vision is shared -- and most importantly, giving a team the leeway improve that vision, rather than it being imposed top-down.
CD'd games: Murder by Numbers, Flush Your Friends,
Heavenstrike Rivals (single-player mode)
For many years, a large part of my role at Mediatonic was working with our Chief Games Officer to develop pitches based on incoming RFPs from publishers, media companies and more. I've developed pitches for all types of games aimed at audiences from pre-school all the way up to adults. Both Heavenstrike Rivals and Murder by Numbers were pitched by me.
(Yes, I really did make a Disney Fairies pitch, many moons ago.)
In my time in the industry I've written an awful lot of game descriptions, store text, trailer specs, press releases, blog copy, and post-release articles. Also, I was a journalist for over five years, so I promise you I rite gud.
I cannot do this -- not even one tiny bit -- but if you pay me I'd give it a bloody good go.
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