Radio Killed the Video Star is a quest mod for Fallout 4 being developed using the Creation Kit modding tool.

Still keen on pursuing his pre-War dream of making it as a screenwriter, a naively determined ghoul believes that a certain actress of pre-War TV soap opera fame will change his fortune. With the help of the Sole Survivor, he hopes to convince the charismatic actress, who is now also a ghoul and but a shell of herself, to return to her former brilliance.

As a Quest Designer

  • Map out quest structure, pacing, and flow in stages using articy:draft.

  • Integrate quest content through learning and utilizing the Creation Kit modding tool.

  • Analyze existing quests in the vanilla game to understand established content, design choices, and player expectations.

As a Narrative Designer

  • Write branching character dialogue, quest log entries, and other in-game texts and descriptions.

  • Develop character personalities, flaws, motivations, appearances, backstories, and arcs.

  • Adapt creative style to work within the IP’s established tone, world context, and canon.

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Shen is a VR survival horror with a wheelchair-bound character in a haunted East Asian-inspired ruined theater. This DigiPen junior/senior game project was developed in Unreal Engine 4 on the Oculus Rift by a team of 15.

As a Creative Director

  • Communicated vision clearly and consistently across disciplines using images, references, and simple infographics.

  • Reviewed design, art, and audio content to ensure relevance, cohesion and quality.

As a Narrative Designer

  • Documented the world, characters, narrative themes, and story to guide development.

  • Developed the look, backstory, and motivations of a ghost enemy with dual personas.

  • Provided narrative answers for gameplay questions and user experiences to maintain logical consistency and immersion.

  • Wrote screenplay of a 1-minute game trailer to communicate the horror and showcase gameplay moments.

  • Engaged in cross-media competitive and cultural research to inform decisions.





Mamsbrörr is a third-person village environment with an original Norse-inspired matriarchal culture. The focus of the project is on portraying culture and society, and encouraging exploration through a linear questline, NPC dialogue, and level design with gameplay mechanics kept to a minimum. This two-person project was developed in Unreal Engine 4.

As a Narrative Designer

  • Conceptualized a matriarchal culture with beliefs, values, traits, motivations, norms, rituals, artifacts, and a mythology that value mothers and warmth.

  • Created character dialogue for quests and NPC banters that reflect individual character personalities and the culture as a whole.

  • Defined village history, development, population, functions, and social structures.

  • Collaborated with level designer to identify and iterate on key locations, landmarks, architectural spaces, set dressing, and quest flow.

  • Implemented NPC interactions by building upon a dialogue plugin in Unreal Engine 4 to support narrative content and development.




GoatHerd is a 2D side-scrolling puzzle-platformer in which the player is a dog and herds goats through the seasons. This DigiPen sophomore game project was developed in Unity by a team of 4 designers, 3 artists, and 1 sound designer, and was showcased at PAX West 2018.


As a Narrative Designer

  • Outlined game narrative following a three-act structure consisting of 10 emotional beats.

  • Established narrative themes to provide guidance and context for effective and efficient execution of narrative.

  • Developed character personalities, motivations, and relationships with an emphasis on duality and contrast.

  • Drew storyboards to visualize and plan out the pacing of cutscenes and gameplay proper levels.

As a UI/UX Designer

  • Created high fidelity mock-ups and UI assets for all menus and screens.

  • Implemented button navigation and screen transitions for the main menu and pause menu in Unity.

As a Producer

  • Enhanced team productivity, collaboration, and information sharing through the all-in-one tool, Notion.

  • Evaluated progress, tasks, and priorities through organized and documented weekly team meetings.

  • Predicted, assessed, and mitigated project and interpersonal team risks throughout development.