Games

A collection of shipped titles.


Destiny 2                                           

Franchise Editor | 1100-person Team

A free-to-play action MMO set in an expansive sci-fi universe with evolving, thrilling worlds.


I applied my dedication to polished storytelling with in-depth edits to lore and voice-over content. I worked closely with localization, test, design, and audio teams to implement and debug narrative content, prioritizing content accuracy, sensitivity, and accessibility. 

When the narrative team needed extra support, I collaborated with designers to write flavorful but coherent mission objectives for a reprised, fan-favorite raid. And I even contributed to the broader Destiny universe, penning lore for upcoming releases.

Releases I helped ship include: Season of the Seraph, Lightfall, Season of Defiance, Season of the Deep, Season of the Witch, and Season of the Wish. I also contributed to 2024’s The Final Shape expansion and its first season, Episode: Echoes.

“Eyes up, Guardian.”

Ponch: Cyberspace Investigator

Lead Writer, Narrative Designer | 3-person Team

My MFA thesis at the NYU Game Center. An episodic cyber noir detective game for lesbians of color set in a depraved, virtual metropolis.


Over the course of a year, I mapped the first episode's overarching plotlines and individual beats. I also wrote all dialogue, bios, item descriptions, and barks for the playable demo. Lastly, I facilitated narrative playtests, including dramatic readings and revision workshops. 

Ponch: Cyberspace Investigator is a narrative game with several personalities and environments. To counteract reading fatigue and keep players engaged with the story, I wrote punchy dialogue – one to three lines max per character – to make conversations feel rhythmic, physical, and precise.

“And down here, hungry people will eat just about anything. Even each other.”

Mystery at Oberforth Manor

Lead Writer, Narrative Designer, Quest Designer | 5-person Team

A high fantasy adventure that follows the comical, pulpy escapades of a bounty hunter in over her head.


I worked closely with programmers to design a story that contextualized mechanics (inventory management and item crafting). Moreover, I developed narrative prototypes in Twine to lay the groundwork for and help organize the game’s various multi-step puzzles.  

From the start, I wanted Mystery at Oberforth Manor’s dual protagonists to be foils to each other. By equipping the two leads with different perspectives, player interactions became more dynamic, often leading to humorous banter or romantic tension. 

“Can’t say no to gold… Wasn’t expecting royal gold though.”

we miss the moon            

Level Designer, Writer, Narrative Designer | 2-person Team 

A walking simulator about two lovers searching for one another in a nightmarish realm.


In addition to penning readables scattered throughout the map, I contributed to level design and implemented animations and particle effects. All development components were closely intertwined so that the gameplay and narrative complemented one another.

we miss the moon’s plot and characters are presented through collectible notes. By drip-feeding the narrative, map exploration was encouraged. Any text that players found triggered psychedelic visual effects and reflective music, which helped establish the intended eerie, dreamlike vibe.  

“Then I thought of you, and that’s when I heard it: The water in the radio.”

Our Ways Through The Dirt

Writer, Narrative Designer | Solo

A parser game about uncovering the secrets of a couple who barely survived the pandemic.


I designed the characters, dialogue, central location, and examinable items in Inform 7. I also implemented a “table” conversation system that allowed players to call various NPCs on an in-game cellphone and ask about specific topics to progress the narrative. 

Our Ways Through The Dirt is an environmental mystery. As such, I wanted to create interactions that provided backstory details while also revealing additional actions. The bold words in the text are breadcrumbs that tutorialize the dialogue system and reward the player.  

“Oh, and the neon warmth along your fingertips? That’s called phantom pain.”

Sherwood                             

Writer, Narrative Designer | Solo

A game spec that reimagines the classic Robin Hood ballad as a gothic fantasy ARPG.


I pitched and assembled a 27-page document complete with a plot summary, level/gameplay outlines, art and sound directions, character sheets, barks, and cutscenes for Austin Grossman’s (System Shock, Deus Ex, Dishonored) Writing the Video Game class at NYU Tisch.  

Sherwood’s lore is based on my extensive research on the Third Crusade and English folklore. Furthermore, I consulted with non-binary and Muslim designers to pen a more diverse and inclusive adaptation of Robin Hood that emphasizes/empowers black and brown femininity and queerness.  

Feel free to click “Read” to check out select pages from the document! More Sherwood content can be found on the website’s “Screenplays” and “Narrative Design” pages.

“You wield the Bow and you wear the Hood. What is your name, Milady?”