Quest designer and narrative/world designer with 2+ years of AAA experience, plus published game work and multiple personal projects. Passionate about characters, player agency, and dramatic moments—crafting unique quests with compelling dialogue and richly detailed environments that interlock with one another. Experienced collaborating with diverse teams and stakeholders, bringing a hands-on approach informed by theatre direction and a strong respect for iterative craft. Open to remote work or relocation, with a focus on open-world/narrative systems, scene/gameplay translation, and player-first storytelling.

Griffin DeClaire

Quest designer and narrative/world designer with 2+ years of AAA experience, plus published game work and multiple personal projects. Passionate about characters, player agency, and dramatic moments—crafting unique quests with compelling dialogue and richly detailed environments that interlock with one another. Experienced collaborating with diverse teams and stakeholders, bringing a hands-on approach informed by theatre direction and a strong respect for iterative craft. Open to remote work or relocation, with a focus on open-world/narrative systems, scene/gameplay translation, and player-first storytelling.

Available to hire

Quest designer and narrative/world designer with 2+ years of AAA experience, plus published game work and multiple personal projects. Passionate about characters, player agency, and dramatic moments—crafting unique quests with compelling dialogue and richly detailed environments that interlock with one another.

Experienced collaborating with diverse teams and stakeholders, bringing a hands-on approach informed by theatre direction and a strong respect for iterative craft. Open to remote work or relocation, with a focus on open-world/narrative systems, scene/gameplay translation, and player-first storytelling.

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Work Experience

Quest Designer at Bethesda Game Studios
April 1, 2024 - July 1, 2026
Created, pitched, wrote, and iterated questlines and dialogues using leadership and designer feedback, balancing scope while supporting detailed characters, branching dialogue, and meaningful player choice. Authored and maintained quest implementation work in a proprietary Creation Engine scripting/coding workflow (Papyrus), including daily scripting, debugging, and QA handoff. Coordinated and communicated effectively with team members to ensure narrative beats and gameplay goals aligned. Participated in voice recording sessions by providing context for scenes and lines to assist voice directors and actors. Worked with tools including Creation Engine, Jira-style workflows, and production pipelines to deliver and polish quest content and internal documentation for large-scale world/quest work across multiple titles.
Light / Audio Designer at SMUG Guildhall
June 1, 2022 - December 1, 2022
Attributed, designed, implemented, and iterated on one of three major game zones in the project (Yellow Sands). Design and construction included points of interest, quest-related work, and integration with broader game logic. Assisted initial overarching quest design with story work, translating game concept into concrete designs. Co-owned collectables and dialogue line work. Communicated effectively in scene/story scripting, coordinated with teammates, and helped ensure a cohesive experience. Contributed to sound/effects presence and worked across stages including ideation, construction, and polishing as needed.
Light (Open World / Narrative) Designer at SMUGuildhall
June 1, 2022 - December 31, 2022
Designed, implemented, iterated, and delivered on one of three major zones in the game (Yellow Sands). Built and designated points of interest and drove world storytelling through lighting, environmental presentation, and narrative translation of game concepts into playable spaces. Co-owned and delivered collectible and dialogue line content in-game, translating narrative intent into authored design. Communicated and collaborated with teammates to inspire creativity in scenes and story, and worked across multiple disciplines to help create cohesive soundscapes (diegetic and non-diegetic). Assisted in ideation, construction, and polishing stages, and shipped content on Steam with significant downloads.
Light / Audio Designer at SMUG Guildhall
January 1, 2022 - May 1, 2022
Designed light and/or audio elements for Unreal Engine 4 projects (Hex Rally Racers), contributing to scene presentation and experiential quality. Worked within production timelines and likely supported implementation and iteration based on team feedback and playtesting observations.
Level/Audio Designer at Hex Rally Racers (SMUGuildhall)
January 1, 2022 - May 1, 2022
Worked as a level/audio designer on Hex Rally Racers within Unreal Engine, contributing to game systems and audio/level work across the project timeline.

Education

Master of Interactive Technology (Level Design) at Southern Methodist University
January 1, 2021 - January 1, 2023
Bachelor of Fine Arts (Theatre) at Baylor University
January 1, 2016 - January 1, 2020
Master of Interactive Technology (Level Design) at Southern Methodist University
January 11, 2030 - May 1, 2023
Bachelor of Fine Arts (Theatre) at Baylor University
January 11, 2030 - May 1, 2020

Qualifications

Honors Runner Up
January 1, 2023 - August 10, 2026
Dean’s List (SMU Guildhall Baylor University information present in resume)
January 11, 2030 - August 10, 2026

Industry Experience

Gaming, Media & Entertainment, Education, Professional Services