IP Stewardship & Narrative Continuity

Suicide Squad

Suicide Squad: Kill the Justice League - The Announce Trailer

This was the world's first look at Rocksteady's Next Big Thing after the Arkham series. Since a key USP for the project was the unique camaraderie among the four members of the Squad, we focused on that for the trailer – with a sprinkling of action to show what the game could feel like.

As one might expect, the script went through a LOT of iteration. At one point, Captain Boomerang drove an ice cream truck. There was a version that was synced up to "Party Hard" by Andrew W.K. And there were a lot more jokes. I was rewriting from the floor of the Goodbye Kansas mocap set in Stockholm until the last minute, and beyond. But everyone was proud of the finished product.

Launch Trailer (YouTube) →
Script (screenplay format) →

Marvel Super Hero Squad Online

Marvel Super Hero Squad Online - VO for Iconic Characters

Early in the development of Super Hero Squad Online, we pitched the idea of voiced characters to Marvel. They raised the stakes: if we were going to have VO in our game, it should come from the heavy hitters who were voicing their TV show counterparts. But The Amazing Society wasn't exactly Naughty Dog – we couldn't afford unique voices for everyone.

My solution was to take the major characters of the show and get voices for over 100 heroes and villains out of those 13 actors – preserving unique voices for the stars that needed them, and using more general performances (with unique dialogue) for the others.

Complete VO Recording Script (Google Sheets)→
Never Alone

Never Alone - What Went Right, What Went Wrong

Collaborating with (and learning from) the Iñupiat and Tlingit peoples to tell the thousands-of-years-old story of Kunuuksaayuka through a puzzle platformer was certainly the most unique experience I've had in my career.

But the processes we created, the lessons we learned, the successes and speed bumps along the way – I carry them all forward. So it was a pleasure to write about it for Game Developer, and honestly document the project's development. It would have been a disservice to the dev team, storytellers, elders, and games industry at large to sugarcoat the bad, or inflate the good.

Postmortem (GameDeveloper.com) →
Interview (Pixelkin) →