LATEST PROJECTS
Iron Man Action Title
March 2024 - Present
Description
In Production action title set in the Iron Man property from Marvel Comics being developed at Motive Studio, Montreal
Role
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Designed, implemented, and iterated on the narrative experience for 7 quests including two boss fights using proprietary visual scripting tools in Unreal Engine 5.
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Championed the creation of a central narrative hub space used by writers to deepen player’s connection to the core NPC cast and by level designers as a launch pad for side quests.
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Developed a content plan for the narrative hub space, collaborating with writing, level design, and art teams to ensure narrative content, NPCs, and level art were consistent across the full game story.
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Led a complete refactor of the narrative content management system, including developer scheduling, program viability analysis, and a series of reviews with top project leadership.
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Planned and reviewed all narrative animation assets created by external partners for quality, usability, and consistency across narrative spaces.
Design Commentary
It has been a privilege to work on one of my favorite Marvel properties. I've been a part of a small but mighty Narrative Design team over the past few years and have been able to put my hands on content across the game. I've worked on implementing entire systems, developing content plans for narrative spaces, writing dialogue prompts for writers, and refining the narrative experience on many levels. I have learned so much over the course of this project and am so excited for people to see what we've been working on.

Unreleased Star Wars FPS
May 2022 - March 2024
Description
Unreleased Star Wars FPS being worked on at Respawn Entertainment
Role
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Reimplemented proprietary Unreal Engine 4 narrative delivery systems and technology in Unreal Engine 5.
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Designed and implemented a modular quest information delivery system using Blueprints in Unreal Engine 5.
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Led the Narrative Design pod as interim lead, defining sprint and milestone goals and balancing the schedule and workload of 5 developers alongside production.
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Maintained regular communication with team and project leadership to ensure clarity and alignment across goals.
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Created a comprehensive tutorial series for proprietary content management and implementation systems.
Design Commentary
While I can't talk about specifics, it was an exciting experience being the first Narrative Designer on a project. I helped stand up pipelines, defined our goals and outcomes for narrative delivery in game, and ported over proprietary narrative tech into our new engine. While preproduction work had been done on some of these features, I was able to take the high concept, blue sky ideas for narrative delivery and turn them into concrete systems. I also worked as the person primarily responsible for scheduling and managing the workload and goals for the Narrative Design Pod.

Star Wars Jedi: Survivor
Nov 2019 - May 2022
Description
The crew of the Mantis is scattered, the Empire seems unstoppable, and Cal Kestis is fighting a lonely fight. A chance discovery sparks hope that a normal life might be possible, and is absolutely worth fighting for. Star Wars Jedi: Survivor continues the third person action combat game base of its predecessor, also keeping the Soulslike and Metroidvania, while adding in more open exploration and additional combat options to make Cal an even more formidable Jedi Knight. The game is available for PS5, Xbox Series X/S and PC.
Role
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Implemented all aspects of the main narrative hub as primary vision holder and content creator, collaborating with Environment Art, Character Art, and Animation.
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Designed and implemented side quests and NPC interactions in collaboration with writing and level design teams, providing players with additional content and story context.
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Created all narrative content for the High Republic Shrines, crafting a narrative through-line connecting challenge spaces.
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Designed, scripted, and implemented multiple side content systems including fishing and gardening using the Blueprints visual scripting language in Unreal Engine 4.
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Created narrative archetypes for new combatant types to ensure consistency with franchise lore and game tone.
Design Commentary
I really came into my own as a Narrative Designer on Jedi: Survivor. I had to really improve my technical skills and learn a lot about many different kinds of systems to implement everything that was needed. In working on the Saloon, I gained a deeper understanding of how we can create spaces and NPC interactions that make the player care about a place and about characters on a more personal level through both individual interactions as well as art and level evolution and changes. This project was a delight to work on and is one of my professional achievements I am most proud of.

Cal and BD look out over the vast plains of Koboh

Bode reaches out to Cal, a presumed friendly face in a hostile galaxy.

A mercenary armed with a lightsaber duels with Cal

Cal and BD look out over the vast plains of Koboh
Star Wars Jedi: Fallen Order
Dec 2018 - Nov 2019
Description
Cal Kestis is a Jedi Knight hiding in plain sight. That is until things take a turn for the unexpected and he is thrown into a galaxy spanning adventure to save the broken Jedi Order. Star Wars Jedi: Fallen Order is a third person action combat game with Soulslike and Metroidvania aspects that casts the player in the role of a lightsaber wielding Jedi Knight during the Dark Times of the Empire. The game is available for PS4, Xbox One X, and PC.
Role
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Scripted all systemic combat dialogue for 14 enemy archetypes, all systemic Hero dialogue, and large portions of narrative delivery dialogue across multiple levels.
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Wrote and implemented over 6,500 combat barks and 100 ambient conversations spanning all combatant archetypes.
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Designed 9 of 15 enemy personality archetypes used to guide combatant dialogue writing.
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Maintained the internal dialogue database of over 17,000 lines for clarity and rewrites.
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Collaborated with Writing and Audio to prepare and export lines for recording sessions.
Design Commentary
Jedi: Fallen Order was my first fully fledged Narrative Design role. While my previous work had heavy Narrative aspects to it, this was purely Narrative writing and implementation. I learned so much on this project: VO recording and implementation pipelines, improved scripting, combat and ambient VO writing, character personality creation. I was able to polish these skills and more on a fantastic and talented team for a year and I couldn't be more grateful.

Cal stands against the forces of the Empire

Cal stands on the back of an AT-AT stomping through the marshes of Kashyyyk

Cal stands against the Second Sister in pitched combat.,

Cal stands against the forces of the Empire