
Portfolio
Worldbuilding & Lore

Tarkir: Dragonstorm | Magic: The Gathering
Lead Narrative Designer
April 2025
- Planeswalker’s Guide to Tarkir: Dragonstorm, Part 1 – Read online.
- Planeswalker’s Guide to Tarkir: Dragonstorm, Part 2 – Read online.
- Legends of Tarkir: Dragonstorm – Read online.
- Worldbuilding overview – Watch online.
Tarkir: Dragonstorm is a return to the Magic: The Gathering plane of Tarkir. A plane teeming with natural draconic energy, where dragons are born from fearsome storms. Over time, the people of Tarkir have adapted to life under this constant threat. For many centuries, they remained locked in a delicate balance of power, the dragons and clans each hoping to gain the upper hand.

Cherry Blossom | Weave RPG
Writer / Narrative Designer
March 2019
Download Excerpt
Cherry Blossom is an RPG setting for Weave, a card-based Tabletop RPG published by Monocle Society. Inspired by anime themes and tropes, in the Cherry Blossom Playset players take on the role of heroic teenage protagonists, with powers and attitudes to get the job done. They are tasked with defending New Kroy City from a myriad of threats from giant kaiju monsters, and demon infestations to suspiciously charismatic government officials, all while dealing with the everyday struggles of teens.
More information:
Contributions
- Designed and developed the concept for Weave Playset.
- Established larger goals for the playset, as well as individual card concepts.
- Wrote card text for 500+ individual entries, including character abilities, items, locations, and plot hooks.
- Ran playtesting sessions and integrated player feedback.
Challenges and Process
Weave playsets consist of roughly 500 distinct entries, for items, character abilities and backgrounds, locations, plot hooks, villains, and more. The primary challenge for the Cherry Blossom playset was to design a setting that allowed players significant freedom in their gameplay but would also support generating the needed individual concepts for the playset.
The initial process was to establish the overall tone and theme of the set, in this instance high action anime. From there I broke down the requirements for settings, items, character abilities, and backgrounds into major themes based on well-established anime genres. Once the overall spread of needs was established, I generated high-level toplines for each entry in order to assess the balance of the playset before finally generating the full card text and refining the concepts through playtesting.
Dialogue and Quests

Sample Quest
Horizon Zero Dawn – Delver Rescue
Download
This sample demonstrates my ability to create a concise interactive story utilizing a variety of mechanical elements of an existing game franchise. Focusing on encouraging player engagement in the gameplay through a compelling narrative they are invested in concluding.

Sample Cut Scene
Destiny 2 – The Queens’ Bargain
Download
This scene demonstrates my ability to authentically capture the voice of existing well known characters. Focusing on concise and engaging dialogue that gives the player insight into character motivations and inner conflicts.
Game Design

Fusion
Writer/ Game Designer
Published: July 2020
View on itch.io
Download Excerpt
Fusion is a tabletop role-playing game that enables stories of feelings, friendship, and space rocks. One of the major inspirations for this RPG is Steven Universe, which provides an excellent touchstone for the tone, style, and pacing of Fusion.
Fusion encourages players to explore the themes of friendship, compassion, and emotional growth. Fusion uses the Powered by the Apocalypse framework and includes 8 playbooks, basic moves, specific rules for creating and playing Fusions, as well as information on creating a setting and two default settings to play within.
More information:
Contributions
- Designed and developed the initial concept, systems rules, settings, and example characters to effectively convey tones and themes of Steven Universe.
- Ran playtesting sessions and integrated player feedback.
- Wrote rulebook, playbooks, and accompanying materials.
Challenges and Process
The intent of Fusion was to create a gameplay experience that felt like being in an episode of the show Steven Universe. The primary challenge in this was to develop mechanics that codified and reinforced the tones and themes of the Steven Universe as well as more concrete aspects of the show such as character powers and abilities. The rules also needed to be specific enough to hit the tone of the show while allowing for sufficient freedom for players to tell their own stories and establish a unique canon from the show.
The first step was to identify the key elements of the show: friendship and emotional growth set on a background of high-stakes peril. Next, was breaking down the rules of the Powered by the Apocalypse framework and assessing them against the key elements of Steven Universe. From there the need for new mechanics or adjustments to existing mechanics was identified. After that, the new rules were designed and iterated on through several playtests and feedback both from Steven Universe fans and those with no experience of the show.

New Avalon High
Writer/ Designer
Published: July 2018
View on itch.io
Download Excerpt
Based on the Monsterhearts 2 RPG system, New Avalon High is a set of 7 character skins and the New Avalon town setting. New Avalon High is designed for playing a game as modern-day high school-aged incarnations of well-known characters from Arthurian legends, exploring the complicated relationships and power dynamics present in the original legends, in combination with the difficulties of being a teenager.
More information:
Contributions
- Designed and developed the initial concept, playbook mechanics, and story setting to reinforce a well-known story and characters.
- Wrote playbooks and accompanying materials.
- Utilized templates for playbook and setting layout and design.
Challenges and Process
The primary challenge for Avalon High was to create playbooks that felt significantly different from existing Monsterhearts playbooks, while effectively conveying the essence of the characters from Arthurian Legends.
For each character, I started with identifying the central conflict of the playbook. For example, for Lancelot, this was loyalty vs desire, while for Morgana it was a struggle for power and recognition. From there I developed the core moves that would reinforce the established conflict, as well as additional moves that were evocative of the sub-themes of each character.