Games are a large part of my freelance work. To date I’ve been credited on 150+ games projects, for publishers in 20+ countries.
This work offers plenty of creative and analytical opportunities, involving rulebook writing, systems analysis, creative direction, product development, character design, research, storytelling, and so much more.
I’ve highlighted a few notable projects below. An expanded list of my credits can be found here.
Betrayal is a classic, much-loved game whose early editions have notoriously confusing rules. As the third edition’s editor, Hasbro/Avalon Hill tasked me with fixing those issues across 100k words of copy, 144 pages of rules, and 250 pieces of assorted collateral. It was a tough job, but seeing my work on the shelves at Wal-Mart felt like a real validation of my efforts!
Highlights:
- Developed layout and language style guides that improved accessibility and user experience.
- Rewrote 50 haunted house scenarios, ensuring consistency between separate hero and villain narratives.
- Contributed to character and art design, enhancing the immersive play experience.
- Repaired problems of previous editions and solved potential future breakage points.
Cthulhu Wars is a massive, complicated game with more than 40 add-on products. As the third edition’s editor, I was responsible for ensuring that the game worked properly with all of those expansions, and that they all played nicely with each other. This game is absolutely massive, and working on it was a real treat.
Highlights:
- Edited 214-page rulebook, ensuring consistent style and compatible gameplay across all SKUs.
- Directed artists on rulebook layout, page design, and gameplay diagrams.
- Rewrote in-game fiction, maintaining narrative consistency with H.P. Lovecraft’s source material.
- Advised game’s designer on potential rules issues; suggested and implemented appropriate repairs.
- Conducted final QA reviews and authorized items for print production.
Carnegie is a critically acclaimed Eurogame, renowned for its strategic depth and interwoven mechanics. As the game’s editor, I turned rough rules into clean, production-ready copy. I must have done something right – boardgamegeek.com lists Carnegie as its #78 strategy game, and #118 overall.
This game was an international effort, with creative partners located in France, Belgium, the Netherlands, and Australia.
Highlights:
- This game’s original title was About Andrew; I renamed it to Carnegie.
- Oversaw rules development, integrating changes and repairing problems without disrupting gameplay.
- Developed rulebook style guide and advised artists on layout and accessibility.
- Wrote marketing copy for the game’s Kickstarter campaign.
For the first new edition of Chivalry & Sorcery in 20 years, Britannia Game Designs wanted to offer historically accurate information on religions outside of Christianity. I accepted the challenge of writing about medieval Judaism, and delivered an exhaustively researched, factual, 10,000-word chapter on Jewish life, customs, and challenges during that period.