Creation Kit Usage

I use the Creation Kit to design, implement, and script fully reactive quest content across both Fallout and Elder Scrolls titles. My work spans Fallout: Cascadia and Skyrim, where I integrate narrative design with engine-level tools to build immersive, branching content.

Fallout: Cascadia

  • Quest Structure: Designed multi-stage quests with conditional branching in the Quest Editor, utilizing GetStage, SetObjectiveCompleted(), and global variables to handle faction-based outcomes.
  • Dialogue Implementation: Used Topic Info entries with AV checks (e.g., GetAV("Perception")) to surface stat-based dialogue options and control reactivity.
  • Scripting: Authored Papyrus scripts like ABH_JohnnyEncounterScript.psc to drive complex encounter logic such as fake deaths, AI behavior changes, and reputation shifts. Scripts were attached via object references and managed through property assignment.
  • AI Packages & Triggers: Created travel, follow, and flee packages tied to quest stages. Used XMarkerHeading and TriggerBox objects to coordinate in-world cutscenes and scripted events.

Skyrim: The Mind Unbound

  • Quest Design: Wrote and implemented an original lore-heavy quest involving a priest of Julianos caught between the College of Winterhold and the Temple of the Divines. The quest explores Elder Scrolls metaphysics and moral ambiguity.
  • Dialogue Branching: Created multi-path dialogue trees for multiple characters. Used dynamic variables to vary responses from NPCs such as Freir and Cendelius.
  • Scene Setup: Implemented scenes with timed dialogues, emotional reactions, and conditional stage advancement using StartScene and StopScene calls inside stage fragments.
  • Level Design & Placement: Placed custom trigger volumes and ambient storytelling props (notes, books) throughout the scenes to guide environmental narrative flow.

My workflow bridges narrative intent and technical execution. Whether scripting a player confrontation in Fallout or structuring theological debate in Skyrim, I ensure all content is not only compelling but reactive, systemic, and debugged thoroughly through in-engine testing.

Narrative Systems for Mods

Across major mods like Fallout: Cascadia, Equestria at War, Old World Blues, and The Old World, I design narrative systems that integrate with engine-level tools. On Cascadia, I use the Creation Kit and Papyrus to implement branching quests, quest stages, world-state conditions, and interactive NPCs. I work closely with level designers, scripters, and QA to ensure narrative logic and gameplay align. My scripting background, collaboration skills, and deep understanding of Fallout’s tone allow me to build quests that feel authentic and systemic.

Narrative Design in Kanpeki

My role as a narrative designer in Kanpeki expanded beyond writing into narrative integration with gameplay. I helped shape character arcs, pacing, and interactive storytelling elements, ensuring that narrative and mechanics worked seamlessly together for a compelling player experience.

Narrative Design Philosophy

Throughout my narrative design work such as in Fallout: Cascadia, I design stories that put the player in control, not just of outcomes, but of how those outcomes come to be. I believe the best quests don't just tell great stories, they set the stage for players to make them their own.

Every quest I write starts with a sharp conflict: a power shift, a moral dilemma, a faction at odds with itself. From there, I build around reactivity, how the world notices, remembers, and responds to the player's choices, stats, and allegiances. A Strength-heavy character should be able to muscle through; a Charisma build should talk their way out; a stealthy player might learn things they were never meant to hear. But my philosophy extends beyond these expected baselines.

I work closely with level designers, scripters, and quest implementers to make sure the writing supports the gameplay and vice versa. That means thinking in stages, conditions, and variables, not just scenes. When a quest works, it’s not because the writing is flashy—it’s because the player’s path through it feels personal, earned, and in-character.

Fallout’s tone is a careful balance of bleakness, absurdity, and sincerity. My goal is to hit that tone not just in dialogue, but in the structure of the quest itself, how choices are framed, when consequences land, and how the world quietly shifts beneath the player’s feet.

Game Design

Beyond narrative, I have worked as a game designer on projects like Gelatoss!, developing mechanics, player interactions, and balancing systems. My experience also includes interactive storytelling in Twine and visual novels, where I craft choice-driven narratives that immerse players in meaningful decisions.

Level Design

I specialize in level design and environmental storytelling, using tools like Valve's Hammer Editor and Bethesda's Creation Kit. My level designs focus on player flow, balance, and narrative integration, ensuring that environments enhance both gameplay and storytelling.