Visual Novels
ROLE
Independant
DESCRIPTION
I have spent years writing interactive stories, most notably Episode and Chapter within the visual interactive novel sections, as well as online publishers and writing platforms.
Most of my experience comes from the Romance genre, with stories often requiring player interaction to choose a love interest out of multiple options and furthering the storyline to a successful ending for the main character.
YEAR
2017-Present
GENRE
Narrative-interactive Games
PLATFORM
PC & Mobile
Indego is a Shade of Red

This was my first interactive visual novel, where I wrote and illustrated the story of a young princess as she navigated romance, revolutions and betrayal. The story used player choices to dictate plot events and ultimately the game's ending. It was produced in Richcast and heavily used branching narratives to give players a wide variety of choices to decide their own storyline.
Indego, the main character, is in a constant battle between saving her people (the blue side) and her love interest (the red side). These two colours are used as a spectrum in the game to communicate to the player where they currently stand in the branching narrative and what side they are leaning more towards with their dialogue choices.
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The game won me the 2024 Narrative Games Jam from the theme 'Colours' and I continued to work on and publish the project a few weeks afterwards.


This project was my first writing experience within self-produced games and set off my love for narrative design and writing.
The game was popular among peers and playable from the Richcast Website!

Episode & Chapter
Since my teenage years, I have been a fan of short interactive visual-novels and even took up writing my own. From authoring multiple titles to editing for a number of stories, I thoroughly enjoy creating branching dialogue where player choice is the main driving point for a story's journey. These small projects have required me to balance emotional character arcs with platform constraints, where the choice system and episodic pacing are a requirement for audience retention.
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These projects set up my early career and enjoyment in writing, allowing me to set up foundational skills in interactive dialogue and story pacing.
Some examples of these skills are shown in my recent branching dialogue narrative game 'Hunt The Witch', using player choices to further storyline progression and questline breaks to act as hooks for players. Please check out my pages on this below.