Available to hire
Narrative Designer and Game Writer with 7 years across AAA and indie work, specializing in quests, branching dialogue, story systems, and worldbuilding that make players care. I’ve shipped major titles and repeatedly delivered narrative content from concept through production documentation and handoff.
Experience Level
Work Experience
Game Writer / Narrative Designer at GSC / Remote
January 1, 2024 - PresentWrote main and side quests, branching dialogue, cutscene scripts, item descriptions, and lore entries for a large-scale AAA project. Created two branching main quests (~2 hours each) and three side quests (~30–90 minutes each) from concept to dialogue and documentation, with partial implementation before handoff to quest designers. Developed character arcs and benchmark cutscene scripts used as internal references. Maintained narrative documentation, quest briefs, naming conventions, and comments to ensure consistency across design, art, and production pipelines. Collaborated with design, art, and audio teams to preserve narrative intent across quests, levels, and cutscenes.
Freelance Game Writer / Narrative Designer at Self-Employed (Remote)
January 1, 2024 - PresentDelivered narrative content on a project basis for multiple studios, including quests, dialogue, cutscenes, item descriptions, and lore. Developed an indie title in Unreal Engine 5, responsible for all aspects of production: writing, design, art, 3D props, sound, VFX, and implementation.
Game Writer / Narrative Designer at GSC (Remote)
January 1, 2024 - PresentWrites main and side quests, branching dialogue, cutscene scripts, item descriptions, and lore entries for a large-scale AAA project. Created two branching main quests (~2 hours each) and three side quests (~30–90 minutes each) from concept through dialogue and documentation, with partial implementation prior to handoff to quest designers. Developed character arcs and benchmark cutscene scripts adopted as internal reference points. Maintains narrative documentation, quest briefs, naming conventions, and comments to ensure consistency across design, art, and production pipelines. Coordinates with design, art, and audio teams to preserve narrative intent throughout quests, levels, and cutscenes.
Narrative Designer / Game Writer at Reikon Games / Remote
January 1, 2022 - December 31, 2024Rebooted the game’s main story six times across shifting creative direction while maintaining narrative coherence and momentum. Produced ~35,000 words per iteration (200k+ words annually), including dialogues, lore, cinematic scripts, and barks, later moving into polish and refinement phases. Designed and implemented narrative features including a codex system and a PA-style bark system to improve immersion and accessibility. Scripted dialogue and scenarios in Unreal Engine 5 and an internal text system; recorded voiceovers and built basic cinematic sequences. Resolved narrative bottlenecks by restructuring story flow under technical and production constraints.
Narrative Designer / Game Writer at Reikon Games (Remote)
January 1, 2022 - December 31, 2024Rebooted the game’s main story six times across shifting creative direction—creating new characters, quests, and plot arcs while keeping narrative coherence and momentum. Produced ~35,000 words per iteration (200k+ words annually), including dialogues, lore, cinematic scripts, and barks; later transitioned into polish and refinement. Designed and implemented narrative features including a codex system and a PA-style bark system to improve immersion and accessibility. Scripted dialogue and scenarios in Unreal Engine 5 and an internal text system; supported voiceover recording and basic cinematic sequencing. Reduced narrative bottlenecks by restructuring story flow to meet technical and production constraints despite changing direction.
Narrative Designer / Game Writer at Frogwares / Kyiv
January 1, 2019 - December 31, 2022Wrote 2 main quests (~30k words each) and 9 side quests (~10k words each) for Sherlock Holmes: Chapter One, including widely acclaimed quests such as A Gilded Cage, Sacrificial Lamb, and String Theory. Designed narrative and quests for the largest locations in Sherlock Holmes: The Awakened Remastered (New Orleans, Swamp), including a highly recognized sequence. Contributed to main storyline, characters, and villain arcs across multiple Sherlock Holmes titles through both documentation and in-game content. Scripted dialogues while maintaining documentation to support other teams working on the same quests.
Narrative Designer / Game Writer at Frogwares (Kyiv)
January 1, 2019 - December 31, 2022Wrote 2 main quests (~30k words each) and 9 side quests (~10k words each) for Sherlock Holmes: Chapter One, including A Gilded Cage, Sacrificial Lamb, and String Theory. Designed narrative and quests for the largest locations in Sherlock Holmes: The Awakened Remastered (New Orleans, Swamp), including one of the most recognized sequences. Contributed to main storyline, characters, and villain arcs across multiple Sherlock Holmes titles, shaping documentation and in-game content. Scripted dialogues while maintaining documentation to support other teams working on the same quests.
Education
Qualifications
Industry Experience
Gaming, Media & Entertainment
Experience Level
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