
GAME- & INTERACTIVE TEXT
Crystalline - short interactive story about processing heartbreak
The prompt: Our player-character, direly in need of water. And a waiter, not interested in giving them any. ​​
The story: a dream where — once again — you see your ex, who — again — asks your reason for being there. What will you answer this time?​​​​​​
Written for Susan O'Connor's Game Writing Masterclass.
SCRIPT-WRITING
No Entry Allowed - Hades/Disco Elysium crossover
​A cutscene spec in which Cuno (Disco Elysium) tries to prevent Hypnos (Hades) from entering a morgue.
Home
Appetite - intro excerpt from my psychological horror Twine game
Play Game
TW: Hunger,
Abuse, Body Horror
The demo of my psychological horror game about an abandoned-for-dead child, which started out as an exploration of stream-of-consciousness writing for the interactive medium.
. Note that the writing itself is lengthier and more prose-like in tone than preferred for game text. This sample is not meant to represent how I normally write for games. It is included here as an example of a non-linear branching structure, in addition to demonstrating a different side to my writing. The sample deals with some uncomfortable themes. I believe discomfort to be an integral part of creative expression – it’s something I would love to see more of in games, and that I regularly include in my personal projects.

Food for Thought -
an item-description
mashup exercise
What if the food in Skyrim had item descriptions? How would they emulate the iconic Nord cadence in text?
What if they were written in a different style — that of Disco Elysium, for instance?​
. This is my take on the concept. For the Skyrim-themed descriptions, I tried writing something that evokes the iconic tone of Skyrim dialogue, while being engaging as standalone text. The voice acting in the game does a lot for its atmosphere, so I continuously read the text aloud as I wrote it. (Being Swedish, I can pull off a thick Swenglish accent!) I wrote this sample to demonstrate my approach to genre, and show a side-by-side example of how I grasp tone and communicate motifs. I chose Disco Elysium for contrast, as it has a vastly different vibe. Unifying the two games’ core sentiments presented a fun challenge: how to mix fidelity with play; what about something makes it what it is; how can something be authentic to multiple canons? Disco Elysium is political, but so too — in a sense — is Skyrim. This overlap helped me imagine each food item as cluster-points of people and culture.
QUEST-WRITING
A Layer Cake Approach - Quest Documentation
A vertical slice quest based on an original RPG concept. Worldbuilding, in-game dialogue, and narrative layering.
