NARRATIVE SAMPLES
Fail-Forward Die-Roll Encounter
A fail-forward dialogue moment from Aether & Iron, where a failed skill check unlocks a distinct, character-driven response. I designed and implemented these encounters and missions for the Act 1 map, pitching and implementing these RPG branches to ensure failure remained narratively rewarding and reactive. They were also a blast to write!

Choice-Driven RPG Quest Sample: Lazarus Crow
So much can change when you come back from the dead.
A reactive RPG narrative sample showcasing branching player expression, companion-driven dialogue, and quest pacing, blending the tonal influence of Baldur's Gate 3 with the literary texture of Disco Elysium.

Playable Twine: Prodigal Roots
A systems-driven narrative prototype simulating a War Table operation, where player decisions and agent assignments determine branching outcomes and world state changes. The sample highlights how narrative design can extend beyond direct gameplay to shape exploration, character introduction, and future content.





