Alastair Brown
I’m a highly collaborative Narrative Designer with over a decade in the games industry, starting in QA and progressing through level design into narrative design.
About
I’m a highly collaborative Narrative Designer with over a decade in the games industry, starting in QA and progressing through level design into narrative design. I have contributed to multiple shipped titles across studios such as Rebellion Developments, Abrakam Entertainment, and most recently Abrakam Entertainment in partnership with Paradox Interactive. I’ve led and collaborated with cross-functional teams to deliver engaging dialogue, quests and narrative experiences that resonate with players.
I’m a big believer in being the change you want to see in the industry, and that attitude informs my professional work, student outreach and mentoring, while aiming to foster a positive, creative environment in whatever studio I work at.
- 7 years' experience
Skills· 3
Languages
- EnglishFluent
Industry experience
- Gaming
- Media & Entertainment
- Software & Internet
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Work experience· 5 roles
Currently working as a freelance Narrative Consultant for hire, applying the skills gathered across my career to any project I am hired on, in addition to public speaking engagements through UKIE and other educational events. Narrative Design problem? Story stumbling? Dialogue dragging? Contact me for freelance support!
Narrative Content Design Lead on planned micro DLC packs for Stellaris in partnership with Paradox Interactive. The role transitioned into being a lead on the Shadows of the Shroud DLC Campaign. Led a team of content designers to create rapid ideation driven ‘micro’ DLC and long form campaign content for Shadows of the Shroud. Wrote narrative content for multiple branching events and campaign paths, including new paragon content and psionic shroud patrons. Worked alongside design teams to ensure fair balanced content implementation for the end user. Liaised with Paradox Interactive creative leads to maintain the tone and vision of the Stellaris universe. Streamlined technical documentation systems in place at Abrakam to ensure more efficient documentation and Jira tracking. Ran twice weekly collaborative writing workshops with both internal Abrakam staff and bi-weekly workshops with Paradox interactive staff to review and feedback content before delivery.
Working with the Dialogue Team as a Lead Narrative Designer on Squadron 42, the single player first person shooter companion piece for Star Citizen. Led, supported and trained members of the dialogue team to implement narrative content across the title. Worked directly with other department leads and stakeholders to remove pre-existing pipeline blockers, assisting in the creation of new support tools that streamlined the dialogue pipeline. Championed the creation and maintenance of a centralised dialogue database, creating the necessary supporting documentation to enable easier narrative asset implementation across dependent departments.
Testimonials · 5.0 from 1 review
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