From narrative rescue on mid-production titles to foundational world-building for new franchises, I provide the architectural support studios need to ship.
What follows is a cross-section of my work in the video game industry. (Note: This list is curated to focus on digital releases and doesn’t include my contributions to tabletop and card game architecture.)
Tower Of Time

Genre: Fantasy/Sci-fi classic RPG in the vein of Baldur’s Gate, Pillars of Eternity and Divinity Original Sin.
Role: Narrative Rescue & Executive Editing
Challenge: The studio possessed a strong mechanical prototype but lacked a cohesive narrative structure to drive player engagement, risking a “hollow” gameplay experience.
Solution: Integrated mid-development to restructure the story logic. I converted loose concepts into a linear, executable script, ensuring the narrative supported the existing level design without requiring expensive asset rework.
Outcome: A critical and commercial success with a “Very Positive” Steam rating, praised for its depth and world-building.
Dark Envoy
Genre: Fantasy/Sci-fi classic RPG – Follow up game to Tower of Time.
Role: Lead Narrative Designer (Pre-Production)
Challenge: Following the success of Tower of Time, Event Horizon aimed to build a sequel with a significantly larger scope and deeper lore.
Solution: Engineered a comprehensive narrative architecture and world bible, providing a production-ready foundation capable of supporting a multi-game franchise.
Outcome: Delivered a complete “source of truth” narrative asset, giving the studio a structured roadmap for development before handing off to the internal implementation team.
Vempire: The Kings of Darkness

Genre: Horror/Fantasy Web-based CCG
Role: World-Building & Lore Consultant
Scope: Early-stage architectural consulting to establish the historical physics and political landscape of the world.
Deliverable: Delivered a robust lore foundation that anchored the creation of all in-game cards and vampire family lineages.
Planet Storm: Fallen Horizon

Genre: Sci-fi Realtime strategy a’la Boom Beach or Clash of Clans
Role: UX Writing & Narrative Polish
Deliverable: Refined unit descriptions and event-trigger dialogue to ensure the user experience (UX) matched the visual fidelity of the game.
Guns, Gore and Cannoli

Genre: Crime/Horror/Comedy Side Scroller
Role: Script Doctoring & Localization
Deliverable: Provided final-pass script polishing and marketing copy to ensure the game’s humor and tone landed effectively with English-speaking markets.
Highlands

Genre: Fantasy Turn Based Strategy
Role: Localization Lead & Narrative Polish
Scope: The studio needed to prepare a French-origin title for the global English-speaking market post-beta.
Deliverable: Performed comprehensive localization and line editing, ensuring the narrative voice and cultural nuances resonated with international audiences while preserving the original creative intent.
Age of Salvation

Genre: Sci-fi Realtime strategy
Role: Narrative Contextualization & World Building
Scope: The project possessed robust gameplay mechanics but lacked the narrative framework to ground the player’s actions.
Deliverable: Developed the opening narrative and unit lore to provide immediate immersion and world depth, integrating story elements that supported the existing functionality without requiring asset rework.
Black Geyser: Couriers of Darkness

Genre: Fantasy Isometric Turn-based strategy RPG.
Role: World-Building & Lore Consultant
Scope: Early-stage architectural consulting to establish the core world mechanics and lore narrative.
Deliverable: Delivered a robust lore foundation, giving the design team a stable context in which to build their quests and characters.

