I've been a writer and video game designer for over 25 years. I've worked inside, outside, and alongside studios of all shapes, sizes, and ambitions. I've led small passion projects, and AAA live-service teams. I've won a BAFTA, and had a game delisted within a month of launch.

Grant K. Roberts

PRO

I've been a writer and video game designer for over 25 years. I've worked inside, outside, and alongside studios of all shapes, sizes, and ambitions. I've led small passion projects, and AAA live-service teams. I've won a BAFTA, and had a game delisted within a month of launch.

Available to hire

I’ve been a writer and video game designer for over 25 years.

I’ve worked inside, outside, and alongside studios of all shapes, sizes, and ambitions.

I’ve led small passion projects, and AAA live-service teams. I’ve won a BAFTA, and had a game delisted within a month of launch.

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Language

English
Fluent

Work Experience

Creative Director at Longdue Games
October 1, 2024 - July 1, 2025
Defined, refined, and evangelized the vision for Hopetown, a conversation-focused indie CRPG. Mentored a multidisciplinary team of writers, activists, playwrights, and actors, fostering their development within a collaborative project environment. Designed and prototyped dozens of game systems, from established conventions to daring debuts.
Narrative Director at Sweet Baby Inc
July 1, 2023 - September 1, 2024
Led multiple projects, consulting for teams ranging from small indies to AAA behemoths. Leveraged nearly 25 years of experience to help the company's process scale with its success. Mentored (and learned from) a dozen narrative experts from wildly diverse backgrounds.
Studio Narrative Director at Splash Damage
June 1, 2021 - July 1, 2023
Led and mentored a team of writers and narrative designers across all seniority levels, providing career guidance and constructive feedback to foster their professional growth. Brainstormed new methods of storytelling to help foster lifelong friendships. Promoted story, character, and theme from concept to post-release.
Lead Writer at Rocksteady Studios
February 1, 2019 - June 1, 2021
Managed and developed a team of diverse writers on Suicide Squad: Kill the Justice League, focusing on skill enhancement and collaborative success. Edited and punched up thousands of lines of dialogue and text. Wrote nearly all of the cinematics for launch.
Senior Writer at Bungie
November 1, 2015 - February 1, 2019
Wrote and implemented mission dialogue, cinematic scripts, and more for Destiny 2 and live content. Collaborated extensively with cross-functional teams to align narrative with design, art, and audio, a process that provides a foundation for a practical curriculum on game development.
Lead Game Designer at E-Line Media
November 1, 2013 - May 1, 2015
Led the design of Never Alone, a multiple award-winning puzzle platformer. Managed five designers among a development team of 22. Worked in Unity to build environments, script encounters, wire cinematics, and much more.
Lead Game Designer at Z2
May 1, 2012 - October 1, 2013
Launched Shadowslayer: Dawn of the Lightforge, a free-to-play iOS action RPG featuring an original IP. Managed a group of four designers and led over a dozen other team members across disciplines. Designed systems new to the platform and genre while updating old ideas for a new generation.
Lead Content Designer at The Amazing Society
November 1, 2008 - May 1, 2012
Planned, developed, and released launch and post-launch content for Super Hero Squad Online. Created dozens of missions based on the Marvel IP, and led a team of 24 in implementing them. Wrote thousands of VO lines for Iron Man, Spider-Man, Wolverine, and 100 other classic characters. Designed epic fights with iconic Marvel villains that populated familiar environments.
Lead Content Designer at Sierra Online Seattle
January 1, 2008 - September 1, 2008
Created the game's world, history, culture, organizations, and denizens for an unannounced MMORPG. Designed over 1,000 quests from initial sketches to final NPC text. Named all 240 unique creatures, hundreds of abilities, and thousands of items.
Lead Writer at Gas Powered Games
August 1, 2006 - October 1, 2007
Wrote and edited over 10,000 lines of original dialogue for Space Siege. Crafted the entire single-player and multiplayer stories via 80 unique missions. Created over 30 memorable characters, each with at least 50 lines of dialogue.
Narrative Designer at Gas Powered Games
February 1, 2005 - August 1, 2006
Created ten indoor and outdoor regions for Dungeon Siege II: Broken World. Implemented all primary and secondary quests for DSII:BW, and created iconic scripted moments. Breathed life into older assets to create ghostly apparitions, foreboding ruins, and distinctive weapons.
Producer / Designer at Leaping Lizard Games
July 1, 2004 - January 1, 2005
Negotiated milestones and schedules with the project's publisher (Activision). Designed Xbox-friendly interface for Bicycle Casino 2005. Wrote and edited in-game help text and manual copy.
Producer at Legend Entertainment
August 1, 1999 - January 1, 2004
Oversaw all aspects of development for Unreal II: XMP. Wrote scripts, directed talent, integrated over 8,000 final voice assets into Unreal II. Created original sounds for use in Unreal II, and provided the voice of one of the main characters.

Education

Add your educational history here.

Qualifications

Certified Scrum Master
March 1, 2008 - March 6, 2026
Certified Product Owner
March 1, 2008 - March 6, 2026

Industry Experience

Gaming, Media & Entertainment, Software & Internet
    paper Marvel Super Hero Squad Online VO

    ![SHSO](https://www.twine.net/signin

    Early in the development of Super Hero Squad Online, we pitched the idea of voiced characters to Marvel. It was a non-trivial ask, considering the game was played in a web browser. They raised the stakes: if we were going to have VO, it should come from the heavy hitters who were voicing their TV show counterparts. But The Amazing Society wasn’t exactly Naughty Dog – we couldn’t afford unique voices for everyone.

    My solution was to take the major characters of the show and get voices for over 100 heroes and villains out of those 13 actors – preserving unique voices for the stars that needed them, and using more general performances (with unique dialogue) for the others.

    [Complete VO Recording Script](https://www.twine.net/signin

    paper Suicide Squad: Kill the Justice League Announce Trailer

    This was the world’s first look at Rocksteady’s Next Big Thing after the Arkham series. Since a key USP for the project was the unique camaraderie among the four members of the Squad, we focused on that for the trailer — with a sprinkling of action to show what the game could feel like.

    Unsurprisingly, the script went through a LOT of iteration. At one point, Captain Boomerang drove an ice cream truck. There was a version that was synced up to “Party Hard” by Andrew W.K. And there were a lot more jokes. I was rewriting from the floor of the Goodbye Kansas mocap set in Stockholm until the last minute, and beyond. But everyone was proud of the finished product.