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


Professional Liars

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

Released October 2019