WRITING
DESIGN
Writer, The Mandela Effect (Solo)
An interactive sci-fi thriller, developed solo in Twine with feedback from test readers. Featuring:
Expressive choices
Branch-and-bottleneck narrative structure
Multiple endings
Prose writing
You are Natalie Park, experimental physicist. When you and your partner Alan Jameson accidentally discover time travel, you become obsessed with exploring this new scientific frontier. But as the true nature of time is revealed you must ask yourself: How far will you go for progress? And are some things better left unchanged?
Released October 2023 on itch.io
Writer + Designer, Professional Liars (Solo)
A choice-based dramedy, developed solo in Twine with outsourced art and playtest feedback. Demo created as part of 12-week Writing Interactive Academy workshop. Featuring:
Dialogue choices
Variable tracking to change NPC attitudes toward player
Linear narrative progression with branching dialogue
Multiple endings
Simulated chat UI
You are Casey, lead guitarist of punk rock band Professional Liars. The band is preparing to go on tour in the lead up to the release of their sophomore album, following a successful debut. The game follows the interpersonal drama of the band entirely via private/group messages and features dialogue choices with narrative consequences.
In development (demo on itch.io)
Game Designer, Call of Duty: Modern Warfare II (Infinity Ward)
Single-player campaign designer for military first-person shooter. Collaborated remotely with multi-disciplinary teams to pitch, prototype, and polish mission beats to AAA quality. Key contributions:
Game Systems
Owned “on-sticks” dialogue wheel implementation used in several missions across campaign
Improved upon first-person scripted animation system from previous title
Ported Warzone armor system to campaign
“El Sin Nombre”
Pitched and designed first-person interrogation using dialogue choices and branching animations
Pitched and designed sandbox stealth level with disguise, trespassing, and multiple paths to completion
Used branch-and-bottleneck level/narrative design to funnel player into linear space at end of mission, where they witness an in-game cinematic that changes to reflect their gameplay choices in the mission
Implemented branching NPC animations with suite of reactions to player actions
“Countdown”
Pitched major beats for final campaign mission
Designed final boss fight with crafting and stealth
Designed missile detonation mini-game to tie-in boss fight gameplay and macro story objective
Wrote first-pass VO for boss fight used in playtesting
Released October 2022
Game Designer, Call of Duty: Modern Warfare (Infinity Ward)
Single-player campaign designer for military first-person shooter. Collaborated with multi-disciplinary teams to prototype and polish mission beats to AAA quality. Key contributions:
Game Systems
Designed first-person scripted animation system to ensure consistent behavior across campaign
Collaborated with AI and Design teams to overhaul stealth system, adding new “hunt” state for AI in combat to lose player
Collaborated with Design team to refine campaign door system
Prototyped armor system eventually used in Warzone
“Going Dark”
Designed non-linear sandbox stealth level with nightvision, light/dark gameplay, and vehicle minibosses
Designed reactive VO system where enemies and allies react to player’s gameplay choices
“Hometown”
Designed stealth boss fight using new “hunt” state
Assisted with VO direction for boss fight