Descriptions - FPS, RPG, Racing, Third-Person Action
My versatility in writing both campaign-focused story and multiplayer content is shown here. I am fascinated by the differences that a player experiences, from a linear screenplay from reactive barks to flavor text for maps.
This demonstrates my ability to adapt to existing franchises that I’d love to work on, such as Halo, The Elder Scrolls, Star Wars, Forza Horizon, etc.
My process began by, of course, playing them. I turned videogames into study sessions, which was super enjoyable! Or I recalled from memory what the character’s speak. Next, I considered how original each bark should be, how rare certain ones are if based off of unique moments in-game, and trigger events/distances. While some are easy to set off, others are experienced in uncommon “set piece moments”.