
Game Designer | Freelance Writer
Hi there, I'm Shelby (they/them). I'm a freelance writer and game designer who's currently learning Unreal Blueprints. I've also created my own Twine game called The Silent Oracle and am working on releasing an updated version of it.I'm drawn to atmospheric games that foster emotional engagement, and I love crafting narrative systems where choice is supported by player agency. I also believe games offer uniquely transformative experiences to marginalized and underrepresented players, so teams who appreciate diverse characters with complex personas are my jam. As for the games I like to play, I'm open to almost any genre or format that brings these elements to the table, but I have a particular love of RPGs.You can use the buttons above to see my games, writing samples, and resume. Feel free to reach out if you want to make some awesome games together!




Genre: EspionageJam: 36-word RPG JamLength: Player-definedSkills showcased: Archival Research, Open-Source Image Acquisition, Document Design, ZinesI created The Soldiers Have Fallen shortly after the 2024 US Election. It's a deeply personal project that asks the questions: What is truly important? What matters?As someone who believes that archivists and their work are critically undervalued, I wanted to present players with a quiet, interpretive experience of delving into what they think is worth preserving. In addition, I'm fascinated by how people can crystallize definite meaning from indefinite imagery, so I purposefully left the prompts open-ended and supplied a wide variety of images sourced from both World Wars.It was important to me while working on this project that I didn't use images of the Holocaust, graphic images of human suffering, or images displaying hateful symbols. It felt vulgar to display those things in a random game zine. Instead, I tried to focus on images of the war that are not as commonly circulated, with a focus on the people involved. I employed heavy use of digitized archives and researched each individual photo to ascertain whether it could be construed as inflammatory.As for the visual design of the zine, I wanted to give the impression that you were stepping into a ransacked room full of covert material: loose files, images tucked between paper, scattered morse code tape and half-open letters. The goal was for it to feel like the player characters had only just fled the room, or that these were their final missives that never got sent.
In Progress