NARRATIVE DESIGNER - HIGH NOON (2025 - Current)
Studio Size: 4 | Indie
Genres: Action, survival
HIDDEN GHOUL - WISHLIST
Final Boss Barks
Final Boss Call Out V1
Final Boss Call Out V2
Final Boss Call Out V3
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.



