Beyond Good and Evil II
Authored a 100,000-word voice-and-tone corpus defining how distinct factions speak across an open-world game — dialect rules, vocabulary, edge cases. Supervised voice recording across multiple casts.
Eight years writing in-product language at scale for AAA games at Ubisoft — Ghost Recon Breakpoint, Rainbow Six Extraction, Beyond Good and Evil II. Twenty years before that in U.S. Army Special Forces. BA in Dramatic Writing from Columbia University. Now taking on game writing, narrative design, and UX writing work — fully remote.
I'm looking for fully remote work — staff or contract. The shortlist of fits: AAA narrative roles where my Ghost Recon and R6 background lands, conversational UX work that builds on dialogue systems I've already built, and content design work for products that take their voice seriously.
Open to one-off freelance projects too. If you have a script that needs another set of eyes, a chatbot that's not landing, or a body of microcopy that needs a writer with an ear — let's talk.
Authored a 100,000-word voice-and-tone corpus defining how distinct factions speak across an open-world game — dialect rules, vocabulary, edge cases. Supervised voice recording across multiple casts.
Wrote missions, cut-scenes, and operator dialogue for the launch campaign. Expanded canonical Operator biographies and supervised voice recording sessions.
Built a 300,000-word system of context-triggered, location-aware ambient dialogue between NPCs. Led a six-writer team. Designed and wrote main quest and side mission content.
Wrote the script and voiceover copy for the official trailer announcing the AI Teammates feature. Watch on Vimeo →
DLC mission and dialogue writing for the live game. Expanded existing NPC bark and exchange databases with new voices and challenges.
My current project at Ubisoft Paris is unannounced, so I keep the details off the public record. Happy to speak to the nature of the role and my contributions within whatever a studio's NDA allows.
Sole screenwriting credit on an award-winning comedy short. Best International Short Film at the Golden Lion International Film Festival; Best Comedy at the Reale Film Festival; official selections at Austin Micro and Funny Under Fifteen Minutes.
Executive Producer on three short films: Fathead, Alone Together, and Midnight in the Valley. Contributed across development, casting, and production.
Two original short films, written and directed. Character-driven work outside the games space.
The work I'm best at is the language that doesn't draw attention to itself — the line a user reads in a moment of friction, the bark a player overhears between gunfights, the error message that ships an apology when an explanation would be more useful.
Whether it's an NPC reacting to a corpse on the ground, or an empty state telling someone they haven't logged a workout in three weeks — the discipline is the same. Acknowledge what's actually happening. Don't perform the user's emotion back at them. Give them the information they need and the option they didn't realize they had.
Eight years of writing that kind of language at AAA scale taught me that the difference between great in-product writing and forgettable in-product writing is almost always restraint.
Twenty-year career on Operational Detachment Alpha (ODA) teams across three combat tours. Combat Infantryman Badge · 2× Bronze Star Medal · Special Forces Tab.