December 2025 - June 2026
December 2025 - June 2026
During my senior year at the University of Santa Cruz, California, I served as the narrative lead for Crowd Surfers, a 100% student-developed game created by the Game Design and Art Collaboration (GDA). Our team consisted of roughly 107 members split across six departments, with the writing department I oversaw consisting of around 15-20 members.
I held a very diverse set of responsibilities during development, ranging from narrative design and writing, all the way to level optimization and lighting art. Due to the nature of student clubs, it was beneficial for me to remain flexible and fill any gaps created by temporary absences. My narrative work included outlining the three-act structure of the main script, aligning character arcs thematically with the central narrative, and writing dialogue for both the main story as well as post-game dialogue revolving around the character "Minny".
I outlined the main story of Crowd Surfers to take advantage of our level count scope—capped by our production team at 3 levels— aligning it with a tried-and-true three-act structure. This involved morphing ideas and story beats from the writing team into a cohesive plot that would naturally intertwine with gameplay.
The Call To Action
The curtain opens to our protagonist, Slip, taking on a mission to deliver pizza as fast as possible and win a Broadway ticket, establishing the game's objective and speeding into gameplay without delay.
A Dilemna Arises
Chats with customers after level completion shines the spotlight on a softer side of the antagonist, Samuel, supplying emotional weight to the narrative and keeping the audience on the edge of their seats.
Victory...But at What Cost?
Having achieved their objective, the player witnesses the antagonist make a pivotal choice that parallels the game's overarching theme of aspirations versus obligation, closing the curtains on the third and final level.
Character Art by Stella Nguyen.
As with the main story, I also outlined the character side stories to fit within three acts to encourage replayability, one of our design pillars. When replaying levels, the player progresses one act at a time, granting them deeper insight into the lives and struggles of Noise City's diverse residents.
Alongside drafting each character arc, I was the main writer for Slip's clumsy childhood friend, Minny. My goal with the character was to explore the notion of associating one's self-worth with their career—an issue I often face—and drawing a parallel with Slip's journey in the working world.
Unlike the other loud and lively residents of Noise City, Minny's dialogue was written in a much more subdued style. Through our character sheet, we fleshed out her mannerisms to include a melancholy view of the past and a passion for porcelain.