Game Design Portfolio

About Ripley

I’m a narrative systems and game designer with a brain built for structured storytelling, emergent logic, and systems that feel as good as they function. An unrepentant multiclasser, my background is in technical documentation, games-based education, theatrical direction, and program management. I specialize in crafting branching quests, scaffolded tutorials, and systemic narratives that respond meaningfully to player choice. I’m currently expanding into Unreal Blueprints and C#, with a growing focus on UI/UX and level design as tools for shaping player emotion, pacing, and agency. My sweet spot of inspiration is triangulated by environmental puzzle games like Myst, immersive sims like Deus Ex and System Shock, FPSs like Halo and Half Life, and RPGs like those of BioWare, Bethesda, and Cyberpunk 2077. I design for curiosity, cleverness, and that spark of mischievous glee players feel when we give them the freedom to outsmart the game without breaking it, which comes from years of figuring out how to get the Warthog through doorways the designers really tried to keep me out of.

Game Design

Echoes

Non-Linear Narrative Game Design

Echoes is a nonlinear narrative puzzle game in which players investigate sonic anomalies using a multi-mode analysis tool (SEAK) to uncover a dimensional mystery, solving immersive audio-based puzzles and assembling fragmented storylines through a Lock & Key progression system inspired by Myst and supported by deep sound-world mechanics.

CATIOPOLIS

Hybrid Genre Game Design

Catiopolis is a cooperative narrative sim where players design physics-driven catios a la Coasterworks and train AI cat squads through Myst-style puzzles and XCOM-inspired tactics to fulfill increasingly surreal, mission-based objectives.

Narrative Design & Game Writing

Apperception: The Paradigm Shift

Narrative Systems Trigger List

For this week-long Beginner’s Game Jam, I designed the entire narrative system, including puzzle logic for scripting, dialogue triggers, and cutscene structure, recorded and edited all VO audio, and created a cinematic sequence to replace missing art assets—delivering a fully scoped narrative package ready for integration. The game’s emotional throughline was inspired by Dialectical Behavior Therapy (DBT), with color-coded dialogue text representing the internal voices of Emotion Mind, Reasonable Mind, and Wise Mind. The project was unfinished due to time management difficulties, as they often are. Dialogue written by jam collaborator, but dialogue functions designed by me.

Twine Game: Steam Shortage

https://starklyripped.itch.io/steam-shortage A steampunk crisis of etiquette, engineering, and eros. Prompt: Our hero feels they will die in five minutes if they do not get a glass of water.

Twelve minutes to stop a dirigible meltdown. A lifetime of invention on the line. And someone you never expected behind the counter.

The Machine Age has blanketed London in soot and steam, but you’ve been exiled to the lonely countryside with only correspondence from a mysterious supporter as your companion. Finally, your collaboration has born fruit and your triumphant return is guaranteed, until a critical malfunction risks your greatest invention yet. If the orichalcum core destabilizes, you lose not only your life’s work, but your last chance at redemption with the Royal Society.

Now grounded in Fleet Street with no water, no time, and no social grace, your only hope lies in the bustling chaos of a coffeehouse... and the green-eyed waiter who seems oddly familiar.

Steam Shortage is a short narrative game about mechanical crisis, scientific pride, and the emotional pressure that builds when professional stakes collide with personal ones. Featuring:

  • Victorian steampunk setting with richly textured prose

  • Time-sensitive decisions and branching narrative paths

  • Slow-burn queer romance or professional partnership routes

  • A mix of science, myth, and social satire

  • Multiple endings shaped by your choices, decorum, and daring

Will you save your ship, your reputation, and maybe something even more fragile?

Cutscene & Game Design

Cutscene & Level Concept – SHIELD Elevator Trouble (Half-Life x Deus Ex x MCU) Prompt: Three IP Characters Caught in an Elevator
Wrote and designed a cutscene within a game concept featuring Freeman, Pritchard, and JARVIS as low-priority SHIELD agents navigating a botched mission. Focused on character-driven banter, layered friction, and integrating stealth/combat mechanics into a narrative arc. I gave Freeman a voice (based on fan playstyles), matched tone across IPs without flattening them, and built in humor, tension, and just enough vents. Click to download PDF.

TTRPG, LARP & Escape Room Design

Anterra: 6 Simultaneous Escape Rooms

Role: Narrative Systems Designer, Worldbuilder, Puzzle Designer, Live Game Director
Format: Live Action Roleplay (LARP) • Escape Room • English for Speakers of Other Languages (ESOL) players

Anterra is a live-action narrative experience built to simulate high-stakes teamwork under pressure. Set on a colonized planet experiencing a solar flare crisis, players take on specialized roles in a modular base where communication, critical thinking, and inter-team coordination determine survival outcomes. This game was run as our Thanksgiving Event in my role as Education Director at the Santa Monica College of English Language, with the pedagogical goal of encouraging as much English use as possible. Given the driven pace of the story, this also required logistical arrangement of each team to avoid common native languages and stragetic deployment of advanced speakers to provide support for emergent ones. Team selection also took into account students’ puzzle type preferences.

Designed for multilingual players of mixed experience levels, Anterra blends the jigsaw cooperative learning strategy with branching narrative, asymmetric role mechanics, and embedded logic puzzles inspired by real-world STEM challenges. Players must decrypt transmissions, interpret maps, assemble devices, manage finite resources, and weigh ethical dilemmas in a ticking-clock scenario with dynamic consequences.

I did the narrative system design, writing lore and mission scripting, creating flexible station mechanics, and designing for emergent team behavior within a structured narrative arc. In addition, I designed all the puzzles, with the assistance of my usual collaborator on TTRPG campaigns, Alec Grey. Game balance accounted for real-time player adaptability, scaffolded communication difficulty, and cross-role dependencies to simulate both crisis response and bureaucratic breakdown.

Logistics:

As I was running this game for 70 students effectively solo (teachers were given simple instructions to monitor their escape room only), I recorded synchronized videos that were started in all classrooms simultaneously. In these videos, I performed the role of game master as mission control, directing them to move throughout the school at specific times, giving them their directives for both the overall game and the individual puzzles, and kept them on track with a timer and other “station-wide” events. Therefore, the beginning and end of the videos were the same in every room, but the middle segment was specific to the escape room set in that classroom. Then, during the game, I was free to move between each escape room to provide hints and narrative urgency.

Takeaway:
Anterra proves that serious games can be high-agency, high-emotion, and high-strategy—bridging environmental storytelling, player-led pacing, and narrative consequence into a single embodied system. Students spoke excitedly about this event for months afterwards and I’ve been told it is one of their best memories of being an international student.

Game Introduction

Played the day before. Character sheets handed out.

Game Start

6 classrooms that double as team and job stations. To get an accurate idea of gameplay, pause and unmute the videos at different times:

  • The first 6:54 are the same in all rooms. This has them move from their normal classes (fluency level) to their team rooms and introduce themselves in character.

  • At 6:54 their time is interrupted with a red alert! They are given deployment instructions to their job stations and time to travel.

  • At 9:34 they are in their job stations and receive the specific instructions for their escape room puzzle and the information they must bring back to their teams to survive the solar flare. Additionally, at 11:33, the Magnetic Shield Control Room experiences a yellow alert as the blast shield bulkheads are deployed for an additional level of challenge.

  • At 52:48 the job stations are over and they return to the team rooms to share their answers from the puzzles to determine the correct shelter location.

  • At 1:07:30 they must make their final decision on where the safest location is on their maps. The solar flare hits and the correct answers to the puzzles are revealed.

  • At 1:09:10 I somehow manage to tie this space opera back into a Thanksgiving celebration, and they go eat a buffet!

A reimagining of the Myst universe built for tabletop play for middle to high schoolers as a summer camp. This project expands the original lore into a multiverse of unstable Ages, corrupted ink, and ancestral conflict. Players explore fragmented realities created by Atrus, Kathri, and their children—each with distinct puzzles, environmental storytelling, and narrative stakes. I created custom backgrounds, classes and species in D&D 5e which enabled students to learn about literature concepts like genre, tropes, and plot structure through their character’s meta-savvy perspective. Designed to evoke the feeling of outsmarting the system while operating within carefully crafted logic bounds, the game blends exploration, choice-based narrative, and layered mechanics in a modular campaign structure.

Myst-Inspired Narrative Puzzle TTRPG

Scaffolded D&D 5e handbook for Kids

For younger players (ages 5-12) I and my collaborator, Alec Grey, analyzed the action economy and features of D&D 5e through the lens of developmental learning and cognitive load. Our goal was to introduce the rules of D&D as the character leveled in order for it to be more manageable for kids. This allowed them to have practice with a limited set of rules for a time and then get the excitement of their character having totally new abilities (bonus actions feel like they can now do 2 things every turn). This adjustment revealed a lot of complicated balancing issues between class progressions and species features. Since I was DMing for mostly 5-6 year-olds during its development, I wanted to avoid outcries about unfairness. I decided to allow every character the same feature types. So everyone got a fighting style, spells, a feat, a bonus action, a reaction, etc. Additionally, I built out a selection of subclasses as full class builds (16 total) to give players a sense of special uniqueness. I enjoyed this creative headache of breaking down so many aspects of 5e (including UA content) and determining the most interesting, engaging and fun aspects and then balancing them as well as possible. Click here for PDF.

Creative Direction & performance

The Healing of Eowyn

Created during Covid, a devised film exploring the narrative arc of Tolkien’s character Eowyn, deconstructed using jazz and martial arts to explore themes of ableism and gender identity. I arranged Tolkien’s writings into a script, directed 29 Voice Over artists, sang the jazz standards Lush Life and Sophisticated Lady, and performed the physical acting. Edited in Premiere Pro.

Bootstraps

A collaboratively devised science fiction film exploring themes of (dis)connection across time and space, inspired by experiences of Covid. I co-wrote, performed, and edited in Premiere Pro. Uses soundtracks from Halo and Skyrim. See credits for collaborators.

The Scary Question

A short skit turned radio play due to Covid. I directed and edited in Audacity, performed by two high school students in the NYU Youth Ensemble.