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NARRATIVE DESIGNER - HIGH NOON (2025 - Current)

Studio Size: 4 | Indie

Genres: Action, survival

HIDDEN GHOUL - WISHLIST

Final Boss Barks
00:00 / 00:07
Final Boss Call Out V1
00:00 / 00:04
Final Boss Call Out V2
00:00 / 00:03
Final Boss Call Out V3
00:00 / 00:03
Final Boss Call Out V4

Skills & Technology: Adobe Suite, Character Creator, Discord, Final Draft, Google Suite, Jira, Historical Research, Narrative Design, Project Management, Scriptwriting, Steam, Unreal Engine, Voice Directing, Writing Copy, Xsens Motion Capture Directing

I wrote and directed the game’s opening cinematic, establishing the lore of a “no guns allowed” saloon, the player’s rivalry with the outlaw gang, and the bartender’s role in combat recovery. This scene introduced core mechanics, tone, and motivation; all while staying true to the campy Western spirit of the game.

 

I wrote a series of endgame character barks for Bronco Buck, escalating tension and reinforcing personality for the climactic High Noon duel.

 

I developed backstories for the player character (Austin Ryder), Dirty Shirley, and Bronco Buck, guiding the team through narrative-driven character design. I created the character models in Reallusion’s Character Creator, ensuring their visual design reflected their stories.

My narrative work was grounded in extensive historical research. I used JSTOR and regional archives to study Western architecture, saloon culture, and materials: down to the specific woods used for bar tops and furniture. I communicated these findings to the art team to align texture and prop design with authentic 19th-century detail.

I wrote and implemented nondiegetic narrative content for UI, menu screens, and credits—complete with cowboy nicknames for the team.

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