Massive Darkness: Shadowreach
- Creative Lead
- IP Developer
- Senior Writer
A professional storyteller, IP designer, and creative leader, authoring narratives in the games industry for thirteen years across 33+ titles.
In addition to creating new properties from scratch, I've worked on licensed properties great and small, always preserving the soul of what made those narratives resonate with readers and players.
Regardless of medium, I work to understand the IP's voice. For instance, MacGyver is a fast-running, clever action-adventure told with a dramatic but hopeful tone. Godzilla works best as a horror story and fit perfectly with Cthulhu. He cannot be defeated. You can only mitigate the damage he does and direct it at Cthulhu.
There is some debate about attention to canon, but I believe nearly all canon can be encompassed. In God of War, we placed the narrative between the 2018 game and Ragnarök from 2022. I had to be aware of all events in the original (and having played the PlayStation games didn't hurt either), as well as the new game. Even though we weren't telling any tales in the newer game, it was still important to know what was to come for proper foreshadowing as needed, and to avoid accidental spoilers.
For A Song of Ice and Fire, the narrative is already accomplished in the Game of Thrones novels. Yet still, every aspect of the nations and characters the game embodies had to be encompassed for designing the units and interactions on the game table.
For IPs owned by CMON, the same level of care was required, particularly when laying its foundations. Starcadia Quest would not have been possible without the proper narrative paths being set down in constructing the original Arcadia Quest.