ERIC KELLEY

IP Developer, Author, Design Manager

About Eric

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.

Games & Roles

Massive Darkness: Shadowreach game cover

Massive Darkness: Shadowreach

  • Creative Lead
  • IP Developer
  • Senior Writer
God of War: The Board Game cover

God of War: The Board Game

  • Senior Writer

Massive Darkness 2: Hellscape

  • Creative Lead
  • IP Developer
  • Senior Writer

A Song of Ice and Fire

  • Senior Writer

Massive Darkness

  • Senior Writer
  • IP Developer
  • Narrative Developer

Bloodborne: The Board Game

  • Senior Editor

Trudvang: Legends

  • Narrative Director
  • Senior Writer
  • Senior Editor

Marvel United

  • Senior Editor

Marvel United: X-Men

  • Senior Editor

Cthulhu: Death May Die

  • Creative Lead
  • Senior Writer
  • Narrative Lead

Death May Die: Godzilla Rising

  • Senior Writer
  • Narrative Lead

Zombicide: Invader

  • Senior Writer
  • Narrative Consultant

The Others: 7 Sins

  • Creative Director
  • Senior Writer
  • IP Developer

Zombicide: Black Plague

  • Senior Writer
  • Narrative Consultant

Wrath of Kings

  • Creative Lead
  • IP Developer
  • Senior Writer

Zombicide: Green Horde

  • Senior Writer
  • Narrative Consultant

Dark Age

  • Creative Director
  • IP Developer
  • Senior Writer

Zombicide: White Death/Eternal Empire

  • IP Consultant
  • Narrative Consultant
  • Senior Writer

Zombicide: Undead Or Alive

  • IP Consultant
  • Narrative Consultant
  • Senior Writer

Xenoshyft: Onslaught

  • Creative Lead
  • IP Developer
  • Senior Writer

Xenoshyft: Dreadmire

  • Creative Lead
  • IP Developer
  • Senior Writer

Zombicide: Season 2

  • Writer

Zombicide: Season 3

  • Writer

Mordred

  • Creative Lead
  • IP Developer
  • Senior Writer

Hate by Adrian Smith

  • Senior Writer

Blood Rage

  • Contributing Writer
  • Narrative Consultant (RPG)

Rum & Bones

  • Creative Lead
  • IP Developer
  • Senior Writer

Munchkin Dungeon

  • Senior Writer
  • Narrative Lead

Arcadia Quest

  • Creative Lead
  • IP Developer
  • Senior Writer

Starcadia Quest

  • Creative Lead
  • Senior Writer
  • IP Developer

Arcadia Quest: Inferno

  • Senior Writer

Arcadia Quest: Riders

  • Senior Writer

Masmorra: Dungeons of Arcadia

  • IP Developer
  • Senior Writer

Books

MacGyver: Meltdown book cover

MacGyver: Meltdown

  • Worked with MacGyver's Creator: Lee Zlotoff
  • Action/Adventure
  • 4.4 Stars
  • Dragon Award Nominee 2021
Chronicles of Hate book cover

Chronicles of Hate

  • Writing with Adrian Smith
  • Dark Fantasy/Horror
  • 4.4 Stars
I, Demon book cover

I, Demon

  • Writing as Samuel T. Crown
  • Urban/Historical Fantasy
  • 4.8 Stars
Wrath of Kings book cover

Wrath of Kings

  • Writing for CMON Inc.
  • High Fantasy
  • 4.6 Stars

IP Steward

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.