Welcome to my Portfolio! Here are most of the stories and personal projects I've worked on so far. Few of them were illustrated by various artists so you will come across some pretty cool artworks while browsing! Have a look around!
Become Eivor, a Viking raider raised to be a fearless warrior, and lead your clan from icy desolation in Norway to a new home amid the lush farmlands of ninth-century England. Find your settlement and conquer this hostile land by any means to earn a place in Valhalla.
England in the age of the Vikings is a fractured nation of petty lords and warring kingdoms. Beneath the chaos lies a rich and untamed land waiting for a new conqueror. Will it be you?
I worked on: TBA
Somewhere in the South Pacific lies the remote Auroa Archipelago, a vast land of diverse biomes that range from lush rainforests to snowy peaks. Now, it’s home to Skell Technology, an enigmatic technology giant.
Initially interested in a remote testing site for its autonomous drones, the Silicon Valley company eventually turned Auroa into its “World 2.0,” a high-tech, high-security utopia of sustainable eco-cities and robotics research.
In Ghost Recon Breakpoint, you must face your deadliest enemy yet, The Wolves, former Ghosts who have betrayed their country. Led by the charismatic Colonel Cole D. Walker they have taken control of Auroa for an unknown purpose. Now in command of Auroa’s powerful drone technology The Wolves will hunt you mercilessly across Auroa.
I worked on:
Designing the narrative structure of the GaaS and its systemic content.
Designing the main story for Episode 2 "Deep State", bringing Splinter Cell's Sam Fisher on the field with the Ghosts.
In Ghost Recon Wildlands, the Santa Blanca drug cartel has transformed the beautiful country of Bolivia into a perilous narco-state, leading to lawlessness, fear, and rampant violence. With their corrosive influence growing, the cartel is set to bring this entire country to ruin. But all hope is not lost.
You and your elite team of Ghosts must infiltrate and destroy the deadly cartel to save Bolivia, and its people, from total collapse.
Set in a massive open world, you have total freedom of choice; every decision made affects the world around you. You decide how to play.
I worked on:
1348. The plague ravages the Kingdom of France. Amicia and her younger brother Hugo are hunted by the Inquisition through villages devastated by the disease. On their way, they will have to join forces with other orphans and escape huge swarms of rats using fire and light. Aided only by the link that binds their fates together, the children will face the darkest days of History in their struggle to survive.
I worked on:
Integrating narrative events and dialogs to fit intended mood, story, context and characters
Writing dialogs and giving feedback on existing lines before in-game integration
Overseeing communication between the writing team, level designers, animators, artists and sound designers to deliver quality narrative events
Monitoring the integration of the narration and reporting advancement to producers.
A bit of level design