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The Origin Story

My super rad origin story starts in Los Angeles. Despite maintaining the British accent I was raised with, I lived and learned in California until I was 10. I started my narrative design journey watching my dad toil away on games like The Chronicles of Riddick: Escape From Butcher Bay and Terminator: Salvation, and involving myself in the production process from a very young age.

However, my true passion for games really began with my mum. Where my dad was my intro to the business side of games, my mum was what made me see the fun. From cowering behind the sofa watching her fight the Yeta boss fight in Zelda: Twilight Princess to cringing at every failed platforming feat in Crash Bandicoot, that’s where I began to see games for what they could really be: a medium to bring people of all walks of life together.

Taking It Seriously

Once the passion ball was rolling, I knew that no matter what anyone said, Narrative Development and 2D Art were my calling. However, as I

grew older, I started to become aware that I struggled socially more so than my peers, and being bullied for being different made me retreat deeper into my passion projects. Between the ages of 13 and 23 I managed to (unintentionally) collect diagnoses like trading cards, as psychiatrists figured out I had a fun combination of Autism, ADHD, Anxiety, Depression, and later PTSD. While this did result in my killer sense of humour, it was not the flex I hoped I could turn it into. I struggled during university especially - I found non-interactive lectures hard to focus on, found it hard to balance all the other anxieties in my life, and was notoriously bad at making friends with the right people. Everything came to a head during my second year, when I developed such extreme anxiety that I found it hard to eat for nearly three weeks.

The funny thing is, being at my lowest managed to give me a new fire for game development: though I struggled to articulate my experiences through words, I could explain my point of view through my stories. This mindset became Cycle of Torment, my university final year project and attempt at showing what my autistic experience was like during that three week starvation period. Even while incomplete, that game helped me have conversations with friends and family who’d struggled for years to understand the way I thought, even acting as a game that helped my other autistic friends feel a bit more seen. This is what now fuels my drive for narrative design - the challenges I’ve dealt with all my life could finally be expressed in a healthy way, and I feel it’s not only personal catharsis, but universally important to me that conversations about disability, trauma and the like can be represented in all forms of media - though the uniquely interactive nature of games make it the most immersive method, at least in my opinion.

Now, I’m working on all sorts of projects - from games that aim to explore heavy but important themes to the gaming equivalent to a shitpost, and even things that aren’t games at all, all of which you can find right here!!

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