FMV-DIALOGUE-BARKS
Narrative Designer – Sniper Elite 5: Kraken Awakes (Rebellion Developments)
FMV Intro and Outro Writer
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For the final DLC chapter of Sniper Elite 5, Kraken Awakes, I was responsible for writing the full-motion video (FMV) intro and outro sequences. My role involved crafting the narrative that bookends the mission—establishing the tone, stakes, and objective at the start, and delivering a compelling resolution that ties into the overarching story of the campaign.
Working closely with the cinematic team and directors, I developed scripts that reflected the intensity and historical authenticity of the setting, while maintaining consistency with the protagonist’s arc and the broader themes of the series. The sequences were written to capture the high-stakes tension of a covert Nazi threat resurfacing in the final hours of the war, culminating in a climactic confrontation.
These FMVs served as pivotal storytelling moments, blending cinematic drama with player context, ensuring the DLC delivered a strong narrative impact from beginning to end.
Narrative Designer | Sniper Elite 5 Kraken Awakes
FMV Into & Outro
Narrative Designer – Sniper Elite 5: Kraken Awakes (Rebellion Developments)
Dialogue Writing | Barks | Narrative Support
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For the final DLC chapter of Sniper Elite 5, Kraken Awakes, I was responsible for writing in-game dialogue and systemic barks, contributing to the immersive storytelling and dynamic gameplay experience.
I scripted contextual dialogue for mission-critical moments, character interactions, and environmental storytelling, ensuring consistency with established character voices and the overall tone of the series. This included writing lines that conveyed key information, emotional weight, and subtle world-building to deepen player engagement.
Additionally, I designed and authored a wide range of combat barks for both Allied and Axis NPCs. These reactive lines supported AI behavior during stealth, search, combat, and ambient states, enhancing the believability of encounters and reinforcing gameplay feedback. The bark system required precision in tone, brevity, and clarity to match both historical authenticity and gameplay flow.
This work demanded close collaboration with design, audio, and localization teams to ensure narrative cohesion across all levels of player interaction.
Narrative Designer | Sniper Elite 5 Kraken Awakes
Dialogue, Barks,
Writing Samples
Writing Sample 01 - Heart of Avaris - Scene, Dramatic
​In a post-apocalyptic world ravaged by a failed energy experiment, a hardened young survivor must choose between saving humanity and sacrificing her only family—her loyal dog—when the cure for a deadly mechanical virus demands the ultimate personal cost.
Writing Sample 02 - Space Pirates - Mission Scene
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When a pirate ship is violently overrun, a quick-witted privateer and his reluctant partner fight to repel the invaders—only for their victory to end in disaster, leaving one crewman stranded and drifting toward an unknown planet, setting the stage for a high-stakes survival adventure.

Planning stages - Miro board -structure, flow, dependencies
View the Miro board here:https://miro.com/app/board/uXjVMHt_wrU=/?share_link_id=529921492579
To plan and structure our branching interactive stories, we used Miro to map out narrative flow, player choices, and key decision points. This visual approach allowed for clear organisation and collaboration during the writing and design process.

Storyformer - Project for the BBC
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The Longest Journey is a branching narrative adventure created as part of a collaborative project at the University of South Wales, in partnership with the BBC. The task challenged us to explore interactive storytelling using the BBC's in-house tool StoryFormer, previously used in shows like His Dark Materials.
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I led a team of three in the development of the story and interactive structure. I was responsible for the narrative design, branching logic, and overall creative vision, while Sam Alexander-Ford contributed artwork and Tira Pace assisted with editing.
The story was first prototyped in BranchTrack, then developed in StoryFormer, and ultimately converted into Twine for the final interactive format.

WIST - Technical flow design, narrative design implementation
View the Miro board here:https://miro.com/app/board/uXjVMHt_wrU=/?share_link_id=529921492579
Wales Interactive’s proprietary narrative tool, "WIST", is the same system used to develop acclaimed FMV titles such as The Bunker, Late Shift, and Ten Dates.

Twine- Miro board -structure, flow, dependencies
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I also transferred the project to Twine where I made a playable demo using branching narrative.
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Play project here: https://coleunderwood486.itch.io/thelongestjourney