REIGNS: 7 Reasons Why It Works
I have a new obsession. By focusing on a dirt-simple style and interface, a slow-burn narrative with deceptive depth, clever mechanics, and intuitive design, REIGNS is a game that dares to be different. In my opinion, all of these risks have added up to an interactive narrative triumph. And in this piece, I'm going to try and understand why...
IRON MAIDEN: Excerpt!!!
Working hand in devil-horned hand with the digital alchemists at Roadhouse Interactive and the heavy metal legends IRON MAIDEN (!!!) I combed through decades of the band's lore, lyrics, and imagery to forge the high-concept story pitch and full-blown narrative treatment for this genre-busting and acclaimed action-RPG for iOS and Android...
A (BITTERSWEET) YEAR IN REVIEW...
'I am writing this 30 minutes after finding him. After racing into town, hoping to outrun the tears and grief and rage. Just now, thunder split the skies wide open...and the rains are threatening to flood.
PATTERNS = Memos from the Muse
In my creative and my personal life, I see patterns. Something as seemingly random as a rush hour commute with all-green-light intersections takes on prophetic business meaning...
I was contracted for text/dialogue creation, cinematic scripts, and ongoing narrative design consultation for this Vancouver studio's diverse mobile game slate. Titles include action/sci-fi (WARHAMMER: Carnage), niche/casual (Trophy Bingo), and a celebrated global music/entertainment IP. (IRON MAIDEN: Legacy of the Beast)
WORDSMITHS: 5 WAYS TO SHARPEN YOUR EDIT
'RISEN' : A Transmedia Strategy Overview
'SALVATION' (Game High Concept)
Here's a narrative overview / high concept pitch for a Vancouver game dev client - can't really go into project specifics, but I'm definitely happy with the relationship and the results!