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Narrative Designer

Warhammer 40,000: Darktide is a first-person action game set in the Warhammer 40,000 universe. During my time at Fatshark most of my work and time was spent on Darktide. Doing Narrative Design for Darktide has been an interesting experience as it is the first time I’ve done official work for a pre-existing intellectual property giving the Warhammer 40,000 universe life in video game form. The project has also allowed me to regularly work with interesting people such as New York Times best-selling author Dan Abnett. Prior to working for Fatshark my knowledge of Warhammer 40,000 was limited but as I started I quickly rose to the occasion, by doing my own research and learned plenty of its vast lore to give the universe the respect it deserves. Seeing the game I spent so much time working on being released and adored by players was a very rewarding experience. 

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Trailer

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Story Synopsis

In Darktide you play as a prisoner who through unforeseen circumstances manages to save the life of an explicator from the Inquisition. This leads to you being offered an escape from execution by devoting your services to the Inquisition. You are tasked to hold back the chaos threat in the Hive city of Tertium on the planet Atoma Prime while seeing the internal politics of the Inquisition play out while there appear to be potential threats from inside.

Story
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Live Storytelling

Darktide’s live format has given me the opportunity to contribute to a type of ever-evolving narrative I’ve never worked with before. This has meant looking where the narrative will go far in the future while also keeping things flexible to adapt to unforeseen circumstances.

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Diverse Narrative Work

During Darktides development I've done a varied set of tasks supporting the game's narrative.  This includes designing features related to narrative, working with people from other crafts to get more story into the game's levels, writing,  looking through the game's extensive VO to see when lines should play, editing strings, checking IP approvals and finding strings as well as VO that needed to be removed from the game for a variety of reasons.

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Lately, I’ve also been working as a Narrative Designer on Vermintide 2 which was released 5 years ago. Helping keep an enduring game fresh and exciting.

Story
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