Who I Am

About Me

I've been making video games since the 1990s. It's been a hell of a journey. As I enter my second quarter-century, I don't just want to keep telling stories: I want to help the next generation of developers navigate this new era, collaborate with other disciplines to create magic through constraints, and make people feel the kaleidoscope of emotions that I experienced when I played my favorite games.

Who I Am

What I Do

I solve problems.

Did your lead writer wander off into the woods mid-project? I can step in.

Does your game have a killer controller feel but no soul? I can help you find one, or craft a new one out of parts.

Do you have a team of rock stars who are all playing solos? I can get them back on track.

Is your story ambitious but impossible? Let's figure out how to ship it together.

I can be your narrative lead, your executive producer, your story consultant, or your entire writing department. Some of the hats fit better than others, but I still make 'em work.

How I Work

How I Work

I'm direct, collaborative, and focused as much on process as results.

Because if everyone isn't getting better as they do their work, then it's a missed opportunity. But the results are important: if you need to cut a beloved feature, I'll tell you. If your estimates are a pipe dream, I'll say so. If your game has something special, I'll shout it from the rooftops and fight for it. You're hiring me for what I can do and what I know not to do.

That goes for your culture, too. If it's nothing but reaction GIFs all the way down, I'll smooth things out until the vibes are good. I can turn a poison swamp into a splash park in summer. But I know that navigating team chemistry can be like trying to play Operation on top of a house of cards. So if the right strategy is to leave things alone, clench up, and push through? I can do that, too.

What I Believe

What I Believe

We have an obligation to the people who come next: to pull them up with us, not pull up the ladder after us.

The best work comes from creativity tempered by constraints.

We must be good to each other. We all deserve to be paid well, trusted implicitly, informed promptly, and credited properly.

There's a big difference between what someone wants and what they need: your characters, your fans, your team.

How I Work

Let's Talk

I'm available for short-term or long-term contract work: narrative, production, leadership, all of the above or something unique.

I can consult, embed, or create.

Hit me up at Let's make something great together – something people will remember.