Recent Game Projects

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Writer & Editor | The Bureau of Fantastical and Arcane Affairs

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Lead Narrative Designer & Writer | Aliens: Fireteam Elite 2

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Writer & Producer | Glow Defenders

"His extensive breadth of knowledge with regard to narrative design and dialogue production has been incredibly valuable to our audio team. His feedback is always constructive, and he’s usually right! He's also a great team player!"
- Marcy Mezei, Audio Lead at Steel Wool Studios

"Jake understands the nuance and subtext of games writing as an artform, and the unique opportunities the medium provides for player immersion. And, he does it in one of the biggest, most successful, groundbreaking and beloved sci fi IPs of all time."
- Alyssa Kollgaard, COO of Akupara Games

"The care he put into crafting scripts, the talent casting process, and his collaboration with team members and strategic brand partners went a long way to help shape our character voices."
- Sam Lehmert, Owner of SMoP Productions

Writer & Editor | The Bureau of Fantastical and Arcane Affairs

Developer: Hip Flask Games
Publisher: Hip Flask Games
Genres: fantasy, comedy, RPG
Release: 2026
Steam Page
The Bureau of Fantastical and Arcane Affairs is a comedic narrative driven adventure where you play as an inspector of evil lairs. Your choices as the inspector dictate your experience as the hero.Along with in editing quests and writing quest logs, I worked to develop the game's story and designed and wrote the fishing quests, where players meet a retired Demon King who wants to rekindle his relationship with his estranged daughter - and cast a few lines into the water.

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Lead Narrative Designer & Writer | Aliens: Fireteam Elite 2

Developer: Cold Iron Studios
Publisher: Daybreak Games
Genres: action, horror, sci-fi, shooter
Release: 2026
Steam Page
Aliens: Fireteam Elite 2 is a 3rd person horde shooter in the Alien universe that follows a group of soldiers as they investigate a distress signal and meet familiar and new additions to the IP.As the narrative lead, I developed, wrote, and implemented story our story in Unreal Engine. This included branching dialogue, barks, found narrative objects, cutscenes, and more. I also reviewed all text for consistency - everything from loading screens to weapon descriptions.

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Writer & Producer | Glow Defenders

Developer: Amazon
Publisher: Amazon
Genres: tower defense, fantasy, kids
Release: Cancelled
Glow Defenders was an unreleased kids tower defense game in which anthropomorphic characters defend their forest from monstrous creatures who want to eat their glow trees.Prior to the Amazon's cancellation of the Amazon Glow, Glow Defenders was one of six projects that I was the writer and audio/narrative producer for. I wrote cutscenes, barks, and casted for 5 original characters while creating our narrative pipeline. More information on the Amazon Glow here.

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Narrative Design Portfolio

Aliens: Fireteam Elite 2 -- Narrative Design

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Narrative Design and Writing - 3rd person horde shooter in the Alien universe.

Our greatest narrative hurdle was storytelling and objective communication in a hectic co-op horde shooter within Alien IP constraints.To fix this, I ensured that narrative moments occurred free from combat wherever possible. This meant clearly outlining narrative's needs to other teams, multi-conditional voice over triggers, delivering larger story moments in safe areas such as cutscenes or in the hub world, and setting expectations for complex objectives that must be completed during fights from the very start of the mission.The result was a coherent and clear story that players can follow through hails of gunfire. Playtesting data showed players understood what they were doing and why significantly more in this format than prior designs, and multi-conditional triggers for voice overs ensured that important dialogue was never stomped on by either combat or other dialogue.


Unreal Engine 5 Narrative Implementation -- Linear Narrative

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Create a short, playable demo in Unreal 5 for displaying scripting and linear dialogue in 6 hours.

In 6 hours I built a conversation system on top of the Unreal 5 first person template and scripted a short experience. Players need to gather items for a needy husky in order to put in a job application before the deadline.The level blueprint uses volume triggers to run dialogue and scripted events, importantly activating other triggers in order to prevent players from breaking the level logic. The dialogue is run by a UI widget which is populated from fields in a string table that is set by a struct.If I dedicated more time to this, I would allow players to choose if they wanted to deliver the ball or the bone first, and run different dialogue lines depending on which one they brought. I would also add more moments of bantering between characters and the ability to skip through dialogue lines with a click or key.


The Bureau of Fantastical and Arcane Affairs -- Fishing Quest Design

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Quest Design and Writing - 1st person fantasy-comedy RPG adventure.

For this title I designed and wrote a quest that utilized the fishing mechanic - the only mechanic in BFAA which players can fail.
I started with a compelling character, a retired demon king who loves fishing, and needs your help to reconnect with his estranged daughter. From there it was important that I didn't overburden the player with long/numerous conversations--players talk with NPCs all the time in this game, fishing is one of their few escapes from that. I made sure to reward them with narrative content based on performance, and make their performance matter to the world around them. If the player doesn't complete the quest or does so in an interesting way, we make sure to acknowledge that in-game.
Feedback that we have collected from the team is that this quest is one of the most gripping and fun mechanically and narratively. They feel more invested in the story because the characters acknowledge and reward their choices.


Articy Draft -- Branching Narrative

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Create a sample articy:draft project showcasing branching narrative

Challenge: Gate the players progress into a space by forcing them to talk their way around some guards.
Solution: Stay true to the game's premise--give the player attractive options that reward their curiosity and sense of play. Additionally, for those who decide to try, integrate the fishing mechanic into the conversation.
Result: A compelling and fun branching conversation that encourages players creativity and curiosity.

Game writing is hard, don't make it harder.

Game writing is an incredibly competitive field. Amir Satvat posted about the relative odds to find a job in games, and found that Writing & Narrative roles were by far the most unlikely to land, being 22x harder. Now more than ever we need to support and lean on each other, and pay it forward.Here are some resources that I've used and collected in my journey to becoming a game writer. I hope they can be of use to you!

I wrote about my takeaways from GDC 2026, find them in Narrative News!People to follow - a non exhaustive list
Susan O'Connor - Founder and instructor of masterclasses at The Narrative Department with great info in her blog posts/mailing list.
Richard Dansky - Writer of The Video Game Writer's Guide to Surviving an Industry That Hates You who shares great insights on LinkedIn.
Rose Behar - Author of the Narrative News.
David Gallaher - Regularly posts insights for writers in Narrative Operations.
Greg Buchanan - Runs the Writing Interactive Academy.
Raphael van Lierop - Insightful Canadian games industry content.
Amir Satvat - Industry support leader.
Discord servers
IGDA Game Writing SIG - International Game Developers Association Game Writing Special Interest Group is exactly what it sounds like, a gathering place for game writers and narrative designers.
Narrative House - Much smaller but active server with plenty of narrative powerhouses in it.
Cave Bear Games - Developer made up of volunteers, their discord is used for other early career devs to network and find some volunteer gigs.
Job Boards
While applying through job boards is relatively inefficient compared to leveraging your network, it does happen where writers find jobs through them. At the very least, they are helpful for identifying openings at studios where you may know someone or know someone who knows someone.
GameJobs.coHitmarkerWorkWithIndiesOutscalRemote Game Jobs
Other random things
• Many other writers have created lists like this, my favorite that I often go back to is Ash Poprik's.
Twine is a free tool great for beginners to create narrative games, portfolio pieces, and even branching narrative prototypes.
• Some of my favorite game dev/writing podcasts are Script Lock, The Corner of Story and Game, and The AIAS Game Maker's Notebook.
Building a website? Try this exercise!
Whether you're just getting started or an industry veteran, maintaining your website and portfolio is a significant chunk of work. Take a look at my site and the websites below. What are some common pages/fields? How many samples do they have? How many clicks does it take you to see their work? What kind of work do they show off?
Ash PoprikJohn RyanPhilip BalliYao ChangLis MoberlyAshley RuhlNew to game writing and need some help figuring out what samples to put in your portfolio/website?
Have you created a custom DnD campaign? Mocked up design documents? Spicy fan fiction? Come up with an idea for a new Overwatch 2 character?
Guess what, you're a game writer! Remember - hiring managers don't care if you can write. They want to know if you can write for games. Good luck on your quest!