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Games

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NPCs Are People Too

My work in video games began as a “satelite team” having worked on AC 3, Far Cry 3, Deep Down and Thief as a narrative consultant, helping with trailers, vertical slices and cinematics, narrative bibles and prototypes. From a young age I have developped several video game IPs based on stories, films and other ideas. I still hope to one day produce these games and for now am enjoying the privilege of working with the Assassin’s Creed team, having poured my soul into Bayek of Siwa on AC: Origins. I worked mostly with Felix Etienne-Rocque but had eyes on the overall narrative as I was tasked with making Bayek a true “poet of the kill”.

World-Building

On AC: Valhalla I was a main writer working with Darby McDevitt on the main story, and also touching all of the global narrative. I worked on everything from Main Path Quests, cinematics, to Lore dumps with Anomolies, World Events, Boss Fights and as far as writing a veritable Viking Saga "The Rigsogur" https://assassinscreed.fandom.com/wiki/Rigsogur#1 that was part of the world storytelling.

This was one of my most proud achievements, having researched Viking Saga storytelling thoroughly, to integrate the Rigsogur not only into AC Lore globally, but also to embed in the exploration gameplay and really make fans get immersed and ask questions, create mystery and wonderment around the Saga, all of this was truly something I remember fondly. Seeing their reaction to such a deep lore, literary element will always hold a tender place in my heart. 

 

I was also core team, one of the first 5 members of this project and was proud to see it all the way through. I learned in the Game Dev trenches what it means to grow with ups and downs of a pandemic and a huge team project.

https://kotaku.com/rip-to-assassins-creeds-best-npc-a-real-one-1845740505

Since then I have been on various indie and AAA projects, from Avatar, Skull and Bones, to Away: The Survival Series, to the Sands of Time Prince of Persia remake where I cut my teeth as Narrative Director. For now, I still crave the beauty of an open-world overflowing with stories, a poetic world of reflection and combat, a key buried in the desert to a chest at the top of a gilded tower.

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I currently am still working with Ubisoft on bringing human emotion, great stories and memorable moments and characters to their video games and enjoy the passion, art and love that fans, designers and these giant studios still find for the art of video game making.

images.jpg
naked_boxshot_mobile_138233.jpg
the sword whisperer 02.jpg
SwordWhisperer_Blueray.jpg
51pvOhMuGjL._AC_.jpg
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