Monday, November 16, 2009

Resume

Objective
Find a job writing for top-quality video games in a creative environment.

Summary of Qualifications
Strong creative writing skills, visual creativity and concept art abilities, extensive knowledge of video games filtered through the perspective of art history classes, experience working on a shipped AAA MMO title (Aion), and the ability and desire to learn anything and everything.

Experience
NCsoft West, Seattle, WA
Localization/Creative Writer, Aion Team, April 2009 – September 2009
  • Rewrote quests, dialog, and UI text of original translations from Korean into English, bringing a western sensibility to the story and characters, and ensuring AAA quality in all text.
  • As part of terminology subteams, renamed skills/spells and NPCs to fit AAA localization standards and character limit restrictions.
  • Assisted production team with audio, assigning audio dialog to NPCs in game, debugging audio issues as needed.
  • Contributed to the Aion Lore internal wiki, documenting lore and style guides that will serve as a resource for Aion for the life of the product.
  • Performed quality assurance checks and edits on pre-release content, reporting and fixing bugs as needed.
Tools used: Perforce, UltraEdit, TestTracker Pro, Goldwave, Araxis Merge
Contact: Marti McKenna – modida@gmail.com - 206-883-7661

Suzzallo Library - University of Washington, Box 325900, Seattle, WA, 98195
Student Technician, October 2006 – July 2008
  • Worked check-out desk, checking out/in books to patrons, helping with queries, answering telephones, etc.
  • Shelved and organized books
  • Worked with computer database system
  • Reclassified old and fragile books
  • Coordinated closing crew
Contact: Jewel Evenson – 206-543-2555

Science Fiction Museum - 325 5th Ave N, Seattle, Washington, 98109
Intern/Volunteer, May 2004 - August 2006
  • Performed assorted tasks as requested, including transcription of interviews, filing, assisting with mailings, etc.
  • Edited pamphlets and other materials for clarity and style.
  • Wrote promotional and other materials, including newsletters, posters, exhibit descriptions, and book recommendations.
Cntact: Brooks Peck – 260-262-3255

Education
Graduated from University of Washington School of Art in 2009 with a Bachelor’s Degree in Drawing and Painting

References
Lance Stites (Executive Producer, NCsoft West)
(206) 588-7284
lstites@ncsoft.com

Neal Stephenson (author)
nealstephenson@mac.com

Samples from Aion

My job was to rewrite the original translated text into a much better final version. We were given full license to rewrite everything and even change the fundamental plot of quests if need be, but we couldn’t change the art and programming assets. In this series of quests, the player’s working with the Protector of the Aetheric Field Observatory, who’s died and become a ghost, but doesn’t let a little thing like that get her down. Original text is included for comparison. Note that in the original, the player character doesn’t say anything in response, the response options are either “continue listening” or “end dialog.”

© 2009 NC Interactive, Inc. All rights reserved. Writing samples, trademarks and copyrights used with permission of NCsoft Corporation.

Gwendolin: Well, we'd better get to work killing the Balaur. Death's no excuse for slacking off.
(original: Although my body is gone and only my soul remains, I have a firm goal. It is to kill all the Balaurs who invaded into Beluslan and turn the Aetheric Field Observatory into its previous condition. I cannot kill them by myself, but I will never go back to the flow of Aether until the day comes.)

PC: "How does a ghost fight, exactly?"

Gwendolin:Good question. Being an insubstantial shadow cast o'er the mortal world--the trappings of my previous existence close at hand yet forever out of reach--doesn't do much good in a fight. Maybe you could kill them instead of me?
(original: Balaurs destroyed Aetheric Field Observatory and built their camp right under it. Now people all call it Bakarma Legion Garrison. In order to defeat them, we should get rid of 47th Draconute Elite Infantrymans and weaken their military power. Will you do this mission for me, ?)

PC: (Accept quest/decline quest)

Gwendolin: Go to the Bakarma Barracks down there and take out those lizards. You should probably take somebody with you--they're pretty strong. I wish I could help but, you know...ghost.
(original: Then please go to the Bakarma Legion Garrison and defeat 47th Draconute Elite Infantrymans right now. They are not that strong individually. But since you are going to the garrison of the Balaur, you would need companions. May the protection of Aspel be with you.)

PC: "I know."
(goes and kills Balaur and comes back)

Gwendolin: Some Balaur came by to loot the ruins and all I could do was wail and moan at them to scare them off. It's embarassing and undignified!
(original: Remaining as a soul makes you really helpless. When I see Balaurs roaming around the Aetheric Field Observatory, I cannot even drive them out let alone killing them. Did you defeat the 47th Draconute Elite Infantrymen as I asked?)

PC: "I took care of the Balaur."

Gwendolin: Good work. I wish I could've been there fighting alongside you.
(original: Since you, , killed the 47th Draconute Elite Infantrymen, the military power of the Bakarma Legion must have been weakened. Though, it might take much more time to defeat them all. Anyway, you did a great job of going to the Balaur garrison and completing the mission.)

(next quest)

Gwendolin: So it turns out that being an insubstantial spectre doomed to walk the earth 'til I find some modicum of peace to soothe my troubled soul actually has some upsides. For one thing, it's totally easy to spy on the Balaur.

PC: "Found out anything interesting?"

Gwendolin: I found some strange eggs. I've never heard of the Balaur laying eggs before, and it's not really something I like to think about. Whatever's going to hatch from them, though, it can't be good. Could you help me take care of them? I haven't worked out how to pick things up yet.

PC: (accept/decline)

Gwendolin: We should study them and find out what's inside. Bring them back to me. Be careful not to break them!

PC: "I will..."
(goes and collects eggs, returns)

Gwendolin: Did you bring the eggs?

PC: "Here."

Gwendolin: Just drop them off here. The next time you're in the Fortress, could you tell somebody to come pick up the eggs so they can take them back and study them? I realized I can't write a letter any more. And the mailbox is destroyed anyway, so I'm not even sure anybody'd stop by to pick it up.

(next quest)

Gwendolin: You're back...have you come to help me kill some more Balaur? It's getting really frustrating, not being able to feel their blood on my claws.

PC: "I might be in the mood to kill some."

Gwendolin: I think we should focus on the Drakes. Now, I'm not just saying that because one of those things killed and ate me. They're nasty little brutes, and the sooner they're all dead like me, the better.

PC: (accept/decline)

Gwendolin: Go after those drakes. They travel in packs, so be careful. Take your friends. You don't want to end up like me.

PC: "I'm sure I won't."
(kills drakes and returns)

Gwendolin: You're back! It's really good to see you! Did you kill those Drakes?

PC: "Yeah. You got your revenge now, right?"

Gwendolin: Yeah, revenge feels sweet. Real sweet. Almost reminds me of being alive...

(next quest)

Gwendolin: I'm not going! Say whatever you like, but I'm staying here! That yawning emptiness...nothingness...no! Never! Never rest!

PC: "Who are you talking to?"

Gwendolin: Oh! It's you! I was...nevermind. I think we need to focus on the Balaur right now. We should study some of their weapons, try and figure out how they make them. They sure are weird-looking, huh? You want to go out there and get some samples?

PC: (accept/decline)

Gwendolin: Bring a bunch of different Balaur swords, staffs, and bows. You can get them from (various specific monsters). You'd better take your friends again. It'd be hard for you to carry back twenty-eight weapons all by yourself.

PC: "Did you say twenty-eight?"
(goes and kills Balaur, brings back 28 weapons of assorted types)

Gwendolin: Do you have the weapons?

PC: "Take a look at these."

Gwendolin: Good work. I'll see what I can figure out from these. It'll help take my mind off the...nevermind.

(next quest)

Gwendolin: Can you hear it? That buzzing? That high-pitched whine cutting through my soul like a hot knife?

PC: "No..."

Gwendolin: There's something about the Nagas, I guess...something...wrong. They hurt me. I don't know. It wasn't like this before, but now there's pain, and blackness, and voices.... Maybe if you kill the Nagas, it'll help with the pain part. I can handle the blackness and the voices, I guess.

PC: (accept/decline)

Gwendolin: Kill every (various specific kinds of Nagas) you see in the Bakarma Barracks. We'll see if that works.

PC: "Stay strong, Gwen."
(goes and kills Nagas, returns

Gwendolin: Each of their dying screams was like a blade of agony through my skull. Or, not skull. Whatever I've got instead of a skull. Spirit skull. Whatever.

PC: "But at least they're dead."

Morpheus

A conceptual video game designed as a portfolio piece. My goal was to create a video game that was about deep personal emotions, but was still expressed in a recognizable gameplay form.

By the year 2113, all humanity was born connected to the Internet. Nanotech modems plugged directly into the nervous system, bringing constant access to the AugR augmented reality system, essentially overlaying the Internet onto human perception. Everyone was connected to everyone else, in touch with a constant flow of information – and a constant flow of intrusive advertising.

Minneapolis, one clear, cold night in November. Andrew Levy, human/technology interface specialist, lies naked in his bathtub, blood slowly draining from deep cuts down his wrists, swirling out into the warm water. He remembers his daughter, Anna, the only good thing in his world since his wife’s death, since he started working on the project. He remembers the project, his company, Western Sun Marketing, secretly trying to bring about “the next stage in ultra-reality marketing.” The Morpheus Engine, they had called it. A device to reshape the perception of everybody connected to Internet 3 – everybody in the world. He was afraid of what they’d do with his work, but he was more afraid of how he’d support Anna without a job, so he kept his mouth shut. He remembers what he felt the night he received the phone call. Anna had been killed by her ex-boyfriend Seth. He showed up drunk on her doorstep with a gun, forced her back into the apartment, beat her, and shot her. As his vision goes black, the life draining out of him, he remembers how he felt he could not go on, that the one good thing he had created was taken from him, that his only mark on the world would be this horrible project…

He does not remember that he forgot to disconnect himself from the Morpheus Engine. He did not consider that he lives in an experimental nanotechnology preserve, the air filled with tiny machines to repair wounds and extend life. As consciousness slips away from him and dying fantasias take over his mind, tiny little healers swarm into his body, frantically trying to keep him alive forever. His brain slips away, but it sends out signals as it dies…

On one clear, cold night in November, the Morpheus Engine is activated, and the entire world is reshaped as the dying remembrances of a sad old man. All over the world, millions of people become Anna, to be murdered by millions of Seths. All the world has become actors, playing out the tragedies that run through the dying mind of Andrew Levy. And the robots, wonderfully malleable servants that they are, become the physical embodiments of raw emotions.

Miraculously, a few people are unaffected by the Morpheus Engine. DHS Agent Robert Brook and his partner back at the branch office, Angel Burdick, are among them, and they may be the only people who can discover the truth behind what has happened, and how to fix it. Using a variety of non-lethal weapons, Brook must fight his way through an insane world, and find a way to stop the Morpheus Engine.

Gameplay:

Morpheus is primarily a first-person shooter, but the player can switch to third-person view at any time to help in sneaking around or climbing and jumping over obstacles. Most of the enemies the player encounters are civilians who are being controlled by the Morpheus Engine, making lethal force unethical. The player has a choice between using lethal and non-lethal force, which affects Agent Brook’s moral compass and the decisions he makes in the story accordingly. Lethal force is easier to use than non-lethal force – it’s very hard to take down an enemy permanently using the non-lethal weapons – making the moral decision more than a simple choice between two options.

Weapons:

Pain Gun – Non-lethal pistol, uses targeted microwave radiation to induce pain. Causes targets to move out of the way.
Dazzler – Non-lethal rifle, targeted laser beam that causes temporary blindness if it hits the eyes. Highly accurate, has a sniper scope.
Air Gun – Non-lethal shotgun, fires close-range blasts of air that stun the target temporarily.
Nanofoam – Semi-intelligent nanotech that can be used to create temporary barriers across hallways (if thrown against a wall), or fields of goo that slow enemies (if thrown at the ground).
Incap Glove – Non-lethal takedown option. The arrest method of the future, just touch the target’s modem on the back of the neck and it locks up their nervous system.
Robot-buster – Electric net launcher designed to take down rogue robots.
Microwave grenades – temporarily scrambles the AugRs of everyone in the radius, leaving them stunned and disoriented for a moment.
Shotgun, pistol – The lethal options. Not standard DHS issue any more, but still readily available on the streets.

Levels:

The Bust:
Brook’s in an apartment in the bad side of town, ready to make a drug bust. Starts out with Brook going through the traditional tutorial, guided by Burdick back at the Agency. Once Brook approaches his targets, he and Burdick switch off their AugRs so they can target the building with an Internet blackout. Just before that happens, all the lights flicker. One of the suspects pulls a gun on the other, who just kneels on the ground and starts crying, saying, “Seth, please, don’t do this, we can work this out.”

“Anna, Anna, no,” says the other, holding his gun unsteadily. “Nothing’s going to be okay for me again. Nothing’s going to be okay.” Then he fires. Unless Brook bursts in and stops them (which the player is probably too surprised/confused to do), the second suspect dies from a bullet to the head. The gunman then turns around to Brook, charging him. “You’re going to get yours, Anna,” he cries. Brook has to take him down with the incap glove.

Brook re-establishes a connection with Burdick, who doesn’t know what’s going on either, but everybody else at the Department’s chasing after him with guns and calling him Anna. He’s hiding for now, but he needs Brook’s help to get to a more secure room. Brook makes his way back to the ground floor through a building full of Seths and Annas, but on the ground floor waiting for him is a giant robotic manifestation of Anger. It charges him, and he has to run for it to the street to get to his car. He drives as fast as he can to the Department, with Anger giving chase.


DHS Office / Downtown: Brook has to get out of his car due to a jackknifed truck blocking the road. Anger follows, smashing through the truck and leading to another chase through the streets, all the video screens all around the city replaying Anna’s death as Levy’s voice booms through the city denouncing Seth. “Murderer! Psychotic! Rapist! Killer! You’re going to rot in Hell, Seth, you’re going to burn forever…”

Brook makes it safely through the Department’s secure doors and locks them shut just in time for Anger to slam into them. He’s safe from the robot in there… but not from his former co-workers, who have now become police officers arresting Seth. After fighting his way past them and other people replaying scenes from Seth’s trial, he makes it to where Burdick’s hiding. With Burdick at his side, they fight their way to the command center, currently being used as a makeshift courtroom. They clear out the room and seal it shut.

With Burdick safe in there, he’s got the chance to use the computers to look up the “Seth” angle. He finds out that the real Seth’s being held in the detention center two blocks down the street. “I don’t know if you noticed,” says Brook, “but that big robot’s still out there waiting for round two.”

“Well, that’s what we’ve got robot-busters for,” says Burdick. “You ever use one of those?”

“No. I always managed to get out of anti-bot detail.”

“You’d better learn fast, then.” Burdick directs him to the armory, where he picks up a robot-buster and makes his way outside to take down Anger.


Detention Center:
With Anger taken down things are quieting down. The city acts out Levy’s wife’s death now, dozens of Levys walking around sobbing as doctors follow behind them telling them that Mary didn’t make it, dozens of surrogate Marys dropping dead as even more Levys cradle them in their arms. None of them are going to attack Brook, but once he makes it inside the detention center he discovers there’s a reaper-like Grief robot that’ll hunt him down. Without the robot-buster, the only option is to hide from it, playing a game of cat and mouse.

Brook finds Seth in one of the cell blocks, surrounded by people playing Anna, all telling him “You killed me, you’re a murderer, all this is your fault.” Levy’s and Anna’s crying continually plays through the PA system.

Brook has several different options at this point. The first option is to simply question him, find out that he doesn’t know anything about what’s going on, then leave him in the secure cell. If he’s been using lethal force a lot, he can violently interrogate him, then execute him for being murdering scum, or he can throw him to Grief to create a distraction. If Brook has been rescuing a lot of civilians, then he has the option to take Seth along with him, giving him a chance to redeem himself. Seth can arm himself with a pain gun and helps out a fair bit.

Burdick’s been tracking the source of the signal and looking into the Levy angle. It seems that this is all coming from the Western Sun building, and Levy worked there. Brook goes down to the basement to grab a police car and drive over to Western Sun.


Western Sun: All throughout the building memories of Levy’s involvement with Morpheus and his arguments with the company are acted out by employees and played out on video screens. People continue to act out Anna’s death and Seth’s arrest, attacking Brook. Since love was the reason Levy stayed and worked here, there’s a robotic version of Love floating around the building. If Brook’s been good enough, Love will treat him like Anna, following him and protect him from enemies. If Brook’s been bad, Love will treat him like Seth and chase him through the building, temporarily retreating if it gets shot enough.

Brook makes it to the Morpheus Engine only to find that there’s no way to shut it off from here without possibly overloading everybody’s brains. Burdick asks Brook to tap into its records. They discover that the signals are coming from Levy, and find the record of his suicide at the nanotech preserve. The fastest way to get there is to take one of the automated trams, which still seem to be running.


Tram Station: Most of the level is a fairly wide-open run through the streets of the city, heading towards the apartment building with the tram station in the center of it. Some of the city plays out Levy’s memories of happier days, while the rest of the city has become Levy’s self-loathing side, including a heavily-armed robotic Regret. They treat Brook like he was Levy, reminding him that he’s responsible for all this, that he shouldn’t have been such a failure.

Once inside the apartment, Regret can’t follow Brook, but it can blow holes in the walls occasionally. If Seth came along, there’s a dramatic point where Seth gets separated from Brook by a hail of gunfire from Regret, making Brook either risk his life to save him or let Seth sacrifice himself to provide a diversion. Brook makes it to the tram, on its way out to the nanotech preserve.


Nanotech Preserve:
The preserve is a short walk from the tram station, along a road through a dark and empty field. The building seems tranquil and normal from the outside, but inside it’s become a mass of coiling and twisting nanowires forming from the ceiling and the floor and the walls, the entire structure intertwined with Levy’s memories, semi-human nano-constructs replaying the memories over and over again, becoming increasingly fragmented and degraded. It’s clear that Levy’s dying and Burdick points out that he’s probably going to take everyone with him when he goes.

The building itself is the enemy here, sending out nanotech constructs at Brook. The pain gun’s quite effective at disrupting them with microwaves, so if Seth’s survived up through this point, he helps out a lot. Brook makes his way up to Levy’s apartment and finds the old man there in the bathtub, nanowires running up and down his body, caressing him like a loving mother.


If Brook dies at any point in this level, it’s a valid game ending, albeit not a very good one. The world replays Levy’s memories over and over again, dying along with him. Just before everyone dies, the last word on everybody’s lips is “Anna.” All the screens in all the dead cities show a picture of Anna, in happier times, smiling, all the world having become a monument to her.


If Brook’s been really bad, he asks Burdick if there’s any way he can just shut off Levy’s connection to Morpheus and let Levy die alone. A shotgun blast to Levy’s modem takes care of the connection, and the world wakes up with a jolt. Cut to a week later, Brook walking out of his interview with Internal Affairs, meeting Burdick on the steps. “How’d it go?” asks Burdick.

Brook shrugs. “Not good. They don’t realize I did what I had to do.”

Burdick looks at him. “Well, I get it. Everybody would’ve been dead anyway if it wasn’t for you.”

“Well, you’d better tell them that when you talk to them. They’re sentimental, that’s they’re problem, they can’t let things go.”

“Some people just have trouble with that, you know?” Burdick nods in the direction of something over his shoulder.

“Yeah,” says Brook. “I know.”

As they walk off down the street, the camera pans over to what Burdick was pointing at. In the park there is a monument to all the people who died that night, topped off with big photos of Anna and Levy. A man kneels down and puts a lit candle at the foot of the monument, beside dozens of others.


If Brook’s been good, he has the chance to talk to Levy and convince him that he can’t drag the whole world down with him. “Anna wouldn’t want this. All these bad things that happened, it hasn’t really been your fault, but if you don’t snap out of it, if you don’t let the world go now, it is going to be your fault, and you’ll be just as bad as everybody you hate.” If Seth came along, Brook points to him. “Look, everybody makes mistakes. But we always get a chance to redeem ourselves. This one’s yours.”

All of the nanowires in the room form up into imitations of Mary’s smile, all the screens showing her face. Levy reaches up with a weak and feeble arm and pulls the nanowires out of his mouth, streams of blood and black oil running down his chin. “Anna,” he says, “Mary, I’ll see you soon.” He slumps back down into the tub, dead. The wires coalesce into an image of Mary, waving goodbye one last time as they break apart and slide back into the ceiling.

A week later, Brook’s at the detention center visiting Seth. “I’m going to the work-rehab program,” Seth tells him. “I’ll be helping out in a hospital, helping all those people I hurt.”

“You didn’t do it,” says Brook.

Seth looks into his eyes. “If I didn’t do it, who did?” Brook doesn’t have an answer.

Brook walks out of the detention center and meets up with Burdick. “The Department’s finally managed to track down everybody from Western Sun who worked on Morpheus.”

“And?” says Brook.

“All dead already. Looks like they got what was coming to them.”

“Yeah, well, good. I’m sick of watching justice being done anyway.”

“You thinking about retiring?” They walk over into a park.

“Everybody’s calling me a hero. I think maybe I’ll coast on that for a while, take a vacation, spend some time with my girlfriend while I still can.” They walk over to a monument to all the people who died that night, capped off with pictures of Anna and Levy. Brook kneels down and takes out a candle from his jacket. He lights it with one of the dozens of other candles at the monument’s base, puts it down next to all the rest. “You never know how long you’re going to get,” he says. The camera focuses in on the monument, zooming tight on Anna’s picture.

“You never do,” says Burdock.

Planeswalkers

I wrote this as a sample of work for a possible job opening at Wizards of the Coast, taking their new Planeswalker characters and writing where I felt their stories should go. All the background information on the characters was taken from this website.

Jace Beleren, a young planeswalker from Dominaria, is visiting the plane of Rhua, a hollow plane filled with webs of structure spinning out from the Central Palace. Rhuan culture is built around radial symmetry and Platonic solids. He hopes to get King Jorome into to allow him access to the Central Vault, to study (and probably steal) the Point, a magical artifact of immense power. To gain entrance to the Palace he first works himself into the good graces of Duke Ruron, helping the Duke deal with a bandit problem in his farm-nodes. Ruron offers Jace a place in his court as magician, and Jace accepts. Soon Royal Court is held, and Jace is taken along in the Duke’s entourage. While taking advantage of the Royal Library, he meets Yiron, a beautiful young library assistant who helps him research the Point and the Vault. Impressed with her knowledge and magical skill, he begins to fall in love but keeps his motives to himself. Yiron begins to suspect that Jace has some hidden agenda, and goes to his chamber in the night to try and convince him that the Point must not be interfered with. She finds him sneaking out to go to the Vault, and follows him as he magics the Vault Guard to sleep, unlocks the Lock, and gains entrance to the Point Chamber. There she reveals herself to him, trying to warn him that he does not understand the Point, that it is not a physical artifact, but a mystical focus derived from the perfect symmetry of Rhua and in return ordering Rhua symmetrically, a perfect feedback loop. Jace tells her that it’s just a superstition, and casually grabs the Point in one hand –

Rhua collapses, symmetry shifting off-balance, cracks in reality cutting across every web and splitting every node. The Point wails, cracking in sympathy. Within the space of three seconds, Rhua is gone, and Jace is left scrambling through the Blind Eternities for the safety of any nearby plane. He cannot come to terms with the fact that he has just exterminated an entire world through his own arrogance, he believes there must be a way to fix it if only he were stronger. He seeks out the plane of Chron, home to a race that has mastered time. On the strange dust-coated and dimly-lit plane of Chron, he spends three thousand, three hundred, thirty and three years learning the teachings of the Chronal. On that day, they say they can teach him no more while he still remains human. He casts a great spell, reaching out across time to send him back to Rhua, the Central Vault, to stop himself from moving the Point. He arrives one second too late, and again his past self grabs the Point and Rhual collapses, and Yiron dies screaming.

He tries again, but again, one second too late, and he tries again, this time Yiron stutters and loops her speech like a broken gear, and he fails again. Again, and the strain and the cracks on the plane’s time are apparent, he can see trails of the past starting to loop into the present, and again he cannot stop his past self. He strains his magic to the limit, burning his mana, but every time he loops time back he always fails, every time Rhua cracks more and more, broken echoes of Yiron taunting him. He sees down through her timeline through a crack in her face, and he can see every smile she’s ever formed simultaneously weaving along the web-roads of Rhua, back to the house of her birth. Yet still he is always one second too late. He tries again and again, two thousand, nine hundred, and ninety-nine times, his mana long since gone until all there is left to power his spell is the spell itself, and he casts the spell one last time, burning all he has gained from Chron from his memory. And still, one second too late. Once again he travels away from Rhua, and arrives on the edge of some gray sea-cliff. Tears run down his cheeks, his hair and eyes gray now from the strain and effort. He finally realizes that there are consequences for all things, and he swears that he will guide other planeswalkers, to keep them from making the same mistakes he did. He swears he will not fail again.


Ajani does not know why his brother Khajo was murdered, which is part of why he hunted down his killer, Uloru, a packmate he never knew well. After a fierce chase through the savannahs and jungles of his home plane, he finally cornered Uloru, Uloru’s latent spark ignited, for nine years Ajani hunts Uloru across the planes. Eventually Ajani tracks him to the plane of Vho-Shu, a highly religious plane of rolling hills and tranquil, meditative landscapes. He finds that Uloru has become an important guru there, with many devout followers in his mountain temple. He challenges Uloru to face him, but he will not face Ajani, nor will he say why he murdered Khajo, insisting that the past is no longer important. Enraged, Ajani strikes down Uloru with a single blow. None of the followers turn against him. Feeling no satisfaction, only anger, Ajani kills some of them as well, eventually razing the entire temple in a pillar of light. Looking at the destruction he has wrought, he understands now why Uloru fled, and that moments of passion are meaningless, only conscious courses of action matter in the long term. He returns to his home plane to find his people scattered, and reunites them in a glorious new spiritual age, honoring Uloru’s teachings.


Chandra Nalaar is a young planeswalker who has already found herself in great trouble. She is being hunted across the multiverse by some powerful being of pure light that is collecting planeswalkers of great potential, and, although she has always been one step ahead, she knows that she is tiring. She decides to make her last stand on the Plane of Wonders, the grandest plane in all of Dominia, hoping the use the red mana of the Skywall Peaks, tallest mountain range in Dominia, to fuel a spell that will be able to kill her strange pursuer. Facing off against the being, she calls on all her energy to cast the spell – but it is more than she can handle. She incinerates not only the being, but a good section of the Plane. Tens of thousands are dead, millions of wonders lost to the universe forever.
The Council of the Wisest asks the planeswalkers gathered there to hunt down Chandra and put her to death, reasoning that she cannot control her power, and she is a threat to all of Dominia. All the planeswalkers agree, and set off to hunt her – except for Jace, who tries to track Chandra down, and plans to hide her from everyone, giving her the chance to learn how to control her fire. But Chandra is used to being hunted now, and she evades not only those who seek to kill her, but Jace as well, until it is too late, and she is cornered in the oceanic plane of Deepfathom, where her fire magic is useless.
Again, Jace arrives one second too late, and he watches as Ajani executes Chandra in the name of justice. Deeply saddened, and filled with self-hatred at his failure, Jace swears that the next time, he will not fail.


Garruk Wildspeaker is visiting the Plane of Wonders for an interplanar hunting championship. Since he has managed to kill one of the Nephilim of Ravnica (and bring back its great glinting eye as a trophy), he is confident that he will win. As all the contestants compare their tropies in the Hall of Infinite Stories, with a crowd of planeswalkers watching, a traveling planeswalker suddenly appears, excitedly announcing that he has discovered a new plane, rich in untapped mana. He invites all present to follow him.
Upon arriving, Garruk discovers that the new plane is an unspoiled paradise. The walker who discovered it says that its natives seem to call it Muraganda. This is the plane that Garruk has always dreamed of, an endless stretch of untouched wilds. But the gathered crowd of planeswalkers has other plans. They all want to tap Muraganda for its power, to have it all for themselves. Fighting soon begins, and by the end of the day alliances have already been formed. Garruk finds himself fighting alone against the two main armies of planeswalkers – one led by the Old Man of Ten Thousand Jewels, leading seventeen ancient and powerful wizards who want to share Muraganda between themselves and no others, and one led by Lilana Vess, an army of evil black magicians who want to corrupt Muraganda and turn it into the largest source of black mana in the multiverse.

He joins forces with the First Men of Muraganda, and, with the help of his friend Jace, turns the Old Man and Liliana against each other, keeping them both fighting while he weaves a spell that will keep outsiders out of Muraganda forever. When the spell is complete, all the outsiders on Muraganda are ripped from the plane and flung back into the Blind Eternities – including Garruk. But he can still be happy, knowing that there is at least one plane out there that shall remain unspoiled, and he lives on in the legends of the First Men as their great protector god.


Liliana Vess is finally called back by her masters to of the plane of Trimundi, a plane of light and a plane of dark squishing together against a plane of humans inhabiting a Victorian-style city. The Black Kings, Liliana’s masters, are preparing for their final offensive to take the Third Land, the human city. Finally calling in on their end of the bargain, they reshape her into a tool of their will, twisting her form horribly and bending her mind to serve them. As she is forced to lead the first offensive to secure the Third Land, she uses her last reserves of willpower to call to her onetime compatriot, Jace Beleren, and ask him to help free her from her servitude.

Jace arrives in the Third Land in time to witness the wholesale slaughter of its citizens by the forces of Dark. He is horrified, and decides that he will do everything he can to help Light triumph. Confronting Liliana, he tells her that he will not help her, that she has brought this fate on herself, and that she and her masters will be defeated no matter the cost. He then leaves for the Bright Land, to meet with the White Queens and offer what assistance he can.
As he fights alongside their forces, he realizes that they will inevitably lose the battle, and that the cost to the Third Land will be high. He presents the White Queens with one final option to guarantee victory, which they accept: use their magic together to merge with him into one godlike entity, and then use his amplified psionic magic to project the essence of the Brightness into the mind of every man, woman, and child in the Third Land, protecting them from the cruelty of the Dark forever but removing their free will, in essence binding the Bright Land and the Third Land together forever as one god-entity.

The spell is cast, and the forces of Dark are completely routed. Liliana is killed, and the Black Kings are destroyed along with the entire Dark Land. Jace is now practically a god, holding dominion over two planes completely subservient to his will.

The Wizard, the Cleric, and the Rogue (Neverwinter Nights Module)

The Wizard, the Cleric, and the Rogue is a brief sample module for Neverwinter Nights showcasing my dialogue-writing skills as well as my abilities with scripting and level design. It's a noir-inspired fantasy featuring a rogue who has to deal with the consequences of a heist gone wrong.

My goal was to avoid blatant expository dialogue as much as possible while still making sure the player knows what's happening. I feel the number one weakness in RPG writing is when player characters ask people things about the world as if they've been completely ignorant of everything around them for the past twenty years, so this player character knows more than the player does and reveals his background gradually rather than in one expository lump. I also tried to avoid the number two weakness in RPG writing - the fact that your character can't decide to do anything unless somebody else asks him to first - by making the player character be the one making the decisions instead of the NPCs.