Video Games

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.