Games
(WRITING & DESIGNING)
LEAGUE OF LEGENDS
Few games have a global footprint the likes of League of Legends, and during my time at Riot I worked across many fronts: from design to narrative, localisation to marketing, esports to acquisition. The project I’m most proud of was our Ocean Week series, an in-client event that saw players banding together as a community to play games, shape the story, and earn rewards. This work paved the way for the recurring events that League of Legends is known for today… it also led to the funding of a Tasmanian Devil sanctuary.
GUILD OF GUARDIANS
A rogue-like set in a dark fantasy world, Guild of Guardians is a dungeon-crawling mobile game with gacha elements. As Creative Designer, I was in charge of world-building, story, and terminology, while working alongside a small team to build out the characters, creative, and refine the gameplay loop. It takes a lot of work from a lot of talented people to start from nothing and bring a game into the the world, but guiding designs from a spark to a rich playable experience sure is something. Oh hey, I also wrote the story!
GODS UNCHAINED
A digital card game set in a sprawling fantasy world, Gods Unchained mixes strategic gameplay with cool collectables. As Narrative Lead and Creative Designer, I saw the opportunity for us to take a greater focus on storytelling, using the tool to create meaningful connections with a wide array of characters (card games are ripe for character design), while working closely with the design and marketing teams to create cohesive experiences that made playing and trading not only organic and desirable, but also enjoyable.
POWER RANGERS: MIGHTY FORCE
Power Rangers is full-throttle nostalgia. For many of us it comes to a blurry childhood memory of the Green Ranger (equipped with a dagger flute?!) returning as the White Ranger to save the day. But this is a disservice to a series that’s continued to build a die-hard fanbase of those seeking epic warriors, queer icons, or great puns. It turns out writing scripts, designing combat, planning events, and building Unity cutscenes around the teens of Angel Grove was a lot more exciting than I ever could have fathomed.
STAR TREK: THE BADGEY DIRECTIVE
There aren’t many IPs that boast the staggering fanbase of Star Trek, so imagine the pressure of positioning yourself as an authority on the matter. Writing iconic favourites like Picard and Spock was just one of the many challenges, let alone building a solid understanding of the plethora of characters and storylines over 12+ series of canon. Lower Decks both pokes fun at and celebrates the great moments of Star Trek, and I wrote, designed, and built narrative sequences throughout the game to bring these moments to life.