- The Last Night
- Fusion Guards
- Abandon Ship
- In Other Waters
- Harold Halibut
- Meteorfall: Krumit’s Tale
- The Advanced Game Narrative Toolbox
- Unannounced Licensed IP Project
The Last Night
A post-cyberpunk cinematic adventure (narrative designer/lead writer/producer, 2015-2017) [Release: TBC, consoles/PC, ID@Xbox/Raw Fury]
I acted as narrative designer and producer for a team of ~7, including level design prototyping, scenario design, world building, creating a pipeline for using interactive fiction language/tool INK. I also acted as publisher liaison (including co-creating the pitch/GDD/etc that enabled us to sign with Raw Fury) and contributed scenario/narrative design to the E3 trailer that premiered on the Xbox stage and has since amassed upwards of 5 million views.
A dark folkloric narrative adventure game (narrative designer/writer, 2017-) [Release: 2020, consoles/PC, United Label]
I helped build out the lore, fusing traditional Nordic folklore with our own original world building. I handled all dialogue, and as narrative designer contributed to puzzle design, overall game flow/production pipelines, and main character arcs.
Reinventing the mobile strategy F2P (narrative designer/writer, 2016-) [Release: Summer 2018, mobile]
The smash hit tactical CGC game (contributing writer, 2014-2016) [Release: Out now, PC, Bandai Namco]
I concepted and created original unit lore/backstories, based on their in-game abilities and faction affiliations. 15k words. Vanar for life.
A narrative-heavy FTL on the high seas. (writer/narrative designer, 2017-2019) [Release: 2019, PC, Steam & GoG, self-published]
Handled all in-game text, including thousands of bespoke events and hundreds of side-quest/event chains, as well as co-creating the event/scenario designs, overall mission/narrative flow, and plenty of flavour text.
A sub-aquatic, xeno-biology adventure. I contributed the main ‘Studies’: flora/fauna design, their taxonomies and descriptions to an area named The Pillar Gardens.
(Both articles referenced one or two of my designs (such as the Gardener, below) which was nice. I’ll definitely take this quote too: ‘[Gareth, the solo dev/writer] and his co-writers strike a balance in the game between rhapsody and clinical precision’.
Harold Halibut: An entirely handmade, stop-motion narrative adventure game. (Writer, narrative editor 2018-) [Release 2019 tbc, PC + Consoles, Curve Digital)
Handle all in-game dialogue and consult/edit on the overall narrative flow. Wordcount 30k and rising. Don’t want to spoil anything but the game’s narrative and structure is going to be rather unusual…
Meteorfall: Krumit’s Tale
Meteorfall: Krumit’s Tale: A dungeon-crawling deck-builder sequel to the top 10 mobile rogue-like ‘Meteorfall: Journeys’ (writer, narrative designer, 2018-) [Out now in Early Access (very positive, 150 reviews) Steam/mobile.]
Flavour text, ‘narrative play-tester’, character bio/lore design and occasional gameplay suggestion. Muldorf is bae.
The Advanced Game Narrative Toolbox
I authored the chapter entitled ‘Building A Universe’ for the sequel to the acclaimed textbook. Available now!
Unnanounced Licensed IP Project
Lead narrative designer/writer for an idle/incremental narrative led management/exploration game. I was responsible for helping successfully pitch the project to publisher/license holder, build the narrative framework (creative + technical/workflow)
Narrative lead on dystopian, pixel-art noir detective game. Download the free prologue here. (Lead writer/narrative designer, 2019-) [Release 2020-21 tbc, PC & consoles, Raw Fury]