Hey, I'm Geoffrey! For over 15 years, I've been writing and designing game narratives for major studios and awesome indies around the world from my Los Angeles office. I've crafted stories for a wide range of gaming platforms: console, mobile, tabletop, web – even robots! But I prefer drawing maps by hand, because I'm old school like that. You can find me on itch.io, LinkedIn, or reach out via email.
Studio Credits
Fallen Legion Revenants is a side-scrolling action RPG where players control two very different heroes fighting a mad dictator in a pandemic. I oversaw all aspects of story: constructing the overarching narrative, shaping the backstory, fleshing out the large ensemble cast, and writing cinematics and branching dialogue for the 20+ hour adventure. The dev team was interviewed on the official PlayStation blog. I also contributed lore elements for the original Fallen Legion game.
Disney Wonderful Worlds is a Match-3 puzzle game where players team up with their favorite animated characters to build and customize their own Disney Park. I wrote the missions and quests in Toy Story Land, giving voice to Woody, Buzz, Jessie, Rex, and Forky. I also contributed to Adventureland’s quests. As a lifelong Disney parks fan, this project was an “astro blast” to work on.
Murder in the Alps is a mobile mystery game with millions of players worldwide. I’m given a detailed story outline, which I flesh out into interactive scenes with characters, dialogue, and stage direction. I also consult on the overall plot. My first chapter for the game is the highly anticipated “Dancing with the Beasts.”
Sandship is a sci-fi factory management game that takes place on the mysterious desert planet of Noranti One. I’m writing the game’s main story and quest text, concepting locations and characters, and shaping the lore. The amazing team at Rockbite gives me a lot of creative freedom. Sandship was named one of Google Play’s Best Games of 2020!
Helm Greycastle is a combination comic book and D&D adventure series. In the comic, a motley crew attempt to rescue a dragon prince in the dangerous and magical world of ancient Azteca. I worked with series creator Henry Barajas on issue #2 to design a one-shot 5e campaign where gamers quest alongside Helm, slaying beasts and uncovering treasure in a temple with a terrible secret. The issue is available to purchase from Image Comics.
Cue the Cleverbot is a robot toy designed to teach kids programming fundamentals. I wrote and designed a series of downloadable games for Cue. These interactive fiction adventures feature branching paths and audio animatronics. Cue acts out stories told through a corresponding mobile app in real time. For example, when Cue gets “hacked,” I directed the robot to move erratically and flash its red lights.
Facts About The Robot Uprising is the first new game to be developed for the Tiger 2-XL in over 25 years. Introduced in 1978, the 2-XL has been called “the first smart toy.” Kids pressed buttons on the robot to play trivia games and interactive fiction via multi-track audio cassette tapes. I teamed up with a sound designer to create a custom tape for the 2-XL, a branching audio tale that begins as a friendly quiz and quickly turns sinister. Demonstrated at IndieCade and the UCB Theater in Los Angeles.
Fix Your Mother's Printer is a "family sim" visual novel where what you say changes the story and your relationship with your mom. It's Sunday afternoon and your mother is calling you on Swoon, the video conferencing app specifically for moms. She's having a tech emergency and you're the only one who can help! I designed the game in Ink with lots of dialogue variation, so the player can role-play as the adult child they want to be. "Web Game of the Month" in Edge Magazine.
Use Your Psychic Powers at Applebee's is a short, time-puzzle text adventure game. You are a Psychic Brand Ambassador for Schtupmeister Beer. Listen to the thoughts of customers at the local Applebee's and convince them to try your syrupy ale. But will being in these peoples' heads convince you to get involved in their lives? I designed the game for multiple playthroughs, so players can have very different experiences depending on their choices. Top 20 finalist in IFComp.