Portfolio

PUBG: Black Budget

PUBG: Black Budget is an extraction shooter built around tension, survival, and the unknown. 

Studio: PUBG Studios Amsterdam.

Role: Narrative Designer.

Engine: Unreal Engine.

Duration: 2 years. 

Responsibilities: Loot item design and implementation, systems design, quest design and implementation, worldbuilding. 

PUBG: Black Budget was an unconventional project to work on as a Narrative Designer, since it doesn't rely on traditional narrative vehicles such as dialogue or VO. Instead, the story is carried through the game’s systems, items, quests, and environments. Successful narrative design on this project relied heavily on cross-disciplinary collaboration and weaving narrative elements throughout every layer of the game.

Working on such a non-traditional narrative experience was a real challenge, but an extremely rewarding one! It sharpened my sensitivity to spotting inconsistencies within the game world and reinforced the importance of close collaboration between narrative and every other discipline on the team. It also strengthened my systems thinking: I learned how to approach narratives as interconnected systems rather than isolated elements.

Loot Item Design

As a Narrative Designer on PUBG: Black Budget, I drove the design and implementation of loot items. This involved ensuring that every item aligns with the game’s lore while also supporting its intended gameplay function and values. 

To achieve this, I worked closely with Prop Artists to make sure the visual design followed the established rules of the world. I also consistently collaborated with Economy, Gameplay, and Progression Design to ensure a balanced distribution of items in the game and to make sure their values support the intended gameplay.

Systems Design & Narrative Consistency

Working alongside my Lead, I was the main Narrative Designer responsible for ensuring that core game systems adhere to the established lore and internal logic of the world. 

As part of the Progression Design team, I worked closely with Economy Designers on the Research and Crafting systems to ensure these mechanics and their content clearly communicate the intended narrative.

Quest Design

I also designed and implemented quests, going through the entire process from initial concept and flowcharting to in-game implementation in close collaboration with Level Designers, Prop Artists, and other disciplines. 

For quest content, I collaborated with other writers to develop text in the established voices of each quest giver. 

Worldbuilding

I supported worldbuilding by ensuring that a wide range of in-game elements, such as weapons, gear, and visual assets, remained consistent with the game’s story world.

Superfuse

Superfuse is a comic-book-styled hack'n'slash ARPG with a rich and accessible skill customization system.

Studio: Stitch Heads Entertainment.

Role: Narrative Designer.

Engine: Unreal Engine.

Duration: 1 year and 8 months.

Responsibilities: Dialogue writing, VO implementation, localization coordination, VO talent search and collaboration, stakeholder communication, quest design and implementation.

My responsibilities on Superfuse were wide-ranging, from being the main Narrative Designer and implementing all narrative content to coordinating localization pipelines and working with external stakeholders and VO performers.

The project strengthened my ability to manage narrative across multiple production pipelines, and deepened my understanding of how narrative integrates into every stage of game development.

Narrative Implementation

As a Narrative Designer on Superfuse, the majority of my time was spent implementing all narrative content in close collaboration with Level Designers and the Audio team. 

My primary responsibility was ensuring that all written content translated effectively into quest and gameplay beats, while keeping the external writer and the rest of the development team aligned. After I joined the team, the synchronization between gameplay and narrative improved significantly.

Quest Design & Implementation

Alongside the Level Designers, I was responsible for implementing quests into the game. This included conceptualizing quests, creating flowcharts, aligning existing narrative beats with level flow, and writing quests. 

Throughout the project, I also contributed to improving the quest system by providing a clearer structure for its elements and flow.

Localization Coordination

I was the lead developer for the localization pipeline and worked closely with external localization partners. I was responsible for managing Unreal Engine’s Localization Dashboard, debugging issues with localized text, and preparing in-game text to be fully localization-ready.

VO Talent Collaboration

I prepared scripts for VO recordings, participated in recording sessions, and collaborated closely with VO talent. 

This was one of the most rewarding parts of the project, as it taught me how to ensure the intended tone and character traits translated effectively into the actors’ performances. It also complemented my interest in acting, giving me insight into the differences between Game VO and Stage Acting.

Other PC & Console Games

Additional projects I worked on include:

  • Truck Driver: The American Dream (SOEDESCO Studios),
  • Monochrome RPG (DVNC Tech LLC).

Mobile Games

I also worked on two city-exploration mobile games:

  • Hague: The Heart of the Old Town (Questo), 
  • Highlights of Delft: The Blue's Clues (Questo).