My name is Kaitlyn, and I'm from Connecticut, USA. I have acquired 2 years of experience in narrative and game design so far since beginning my Master's degree in Game Design in 2022. I currently contribute to Gamucatex as a Historical Consultant and Jaguar Games as Narrative Producer to develop meaningful, historically accurate games by conducting research, writing dialogue scripts, and designing PCs and NPCs.I work well with tools like Twine, Arcweave, MS Office, Notion, Asana, JIRA, and Perforce, and have experience implementing game elements in-engine using UE5 visual scripting.
Objective: Descend Dialogue & Flavor Text
Excerpts from my submission to the 2024 2-Bit Game Jam hosted on Itch.io.
Kernia Online: Social Media Posts
Excerpts from an unpublished project in a dystopian setting where the government propagandist of a fictional European country curates its citizens' social media posts to influence the game outcome and future of the nation.
Quirky NPC Dialogue Excerpts
Samples from NPC dialogue in a simple, point-and-click puzzle game. The object is to escape a mysterious house and meet some strange characters along the way. Unique characters with lots of personality and backstory, who only have a moment to stand out to the player.
Horror Antagonist: Environmental Assets
Assets from an unreleased horror game set in an alternate dimension of the London Underground. Written for one of the main antagonists, The Guardian. Journal entry, new clipping, and messages scrawled on the walls.
Adventure Game Quest Script Excerpts
A snippet of dialogue written mostly for quest-driven gameplay with original NPCs. Wholesome, cozy, and simplistic.
Murder Mystery Twine Game
One conversation with original character Henry Fink, with multiple outcomes and branching dialogue. Set in a 1920's museum of a rich collector (recently murdered), from the POV of the player character, resident detective.

Objective: DESCEND
Finding yourself trapped at the top of a mysterious tower, the goal is simple: descend. Along the way, discover secrets, meet strange characters, defeat enemies, and decide your means of escape -- or perhaps, grapple with what it means to 'escape' in the first place. Which is the true prison -- the tower, or the vastness beyond?
Genre: 2D, top-down, adventure, puzzle
Role: Narrative Designer
Responsibilities: Worldbuilding, designing the lore, plot, and PC/NPCs, writing dialogue, contributing to overall game design in keeping with the narrative
Empathy
What if you could use your empathetic powers for good? In this wholesome, quest-heavy adventure game, you can! The player character interacts with various NPCs to define each level and the focus of each task. The ultimate goal is to turn all bad feelings into good ones!
Genre: Adventure
Role: Main writer
Responsibilities: Giving meaning and providing context to each goal or task for their corresponding level by authoring linear dialogue between the PC and NPC; designing quests.
The Doors
Quirky, point-and-click puzzle game with NPC interactions able to be unlocked as easter eggs. Navigate the maze of doors and rooms (sometimes filled with strange characters) and find out how to escape!
Genre: Puzzle, light horror
Role: Main writer
Responsibilities: Building on NPC personality traits/background stories; authoring dialogue for NPCs discoverable in each level; authoring end game messages depending on game state (i.e., ‘game over’ or successful completion) that reflected story progress.