Want some words?
I'm a writer and narrative designer based in London, interested in pushing the boundaries of experimental and diverse storytelling in games. I've worked as a contributing writer for titles such as Sunless Skies and Fallen London. And I'm currently the Narrative Lead at Tributary Games, developing an experimental 'social storytelling' game called King of the Castle.
I started my career by writing, designing and programming my own indie game, A House of Many Doors. A narrative-heavy exploration RPG about weird cities and unlikely gods. It met with critical and commercial success, which I can only attribute to the fact that it's the first game on Steam which allows you to romance an oil rig.
If you're interested in hiring me to write for your game, I'd love to hear from you, so please get in touch!
I'm flexible, deadline-oriented, and extremely responsive to feedback. I've written everything from immersive RPG character arcs to branching choose-your-own-adventures to deep lore hidden in a game's secret corners, and I understand what works for players and what doesn't.
I've also been lucky enough to work with a number of skilled artists and been told I give an excellent visual brief. I'm comfortable writing almost anything, from comedy to romance to horror. And if you're interested in broader narrative design, I'd relish the chance to pitch story arcs, workshop new mechanics, and crack open a spreadsheet or six.
I have experience working in Unity, Game Maker, Ink, Twine, and Storynexus. I'm also a programmer familiar with C#, GML and SQL. I'm a fast learner, so I'll be able to get a handle on any other games narrative tools quickly.
Email - pixeltrickerygames (at) gmail (dot) com