Telling stories that make worlds feel real.
I'm a Chicago-based game dev, narrative designer, and writer currently studying Game & Interactive Media Design at Columbia College Chicago. I've been crafting words professionally since 2017 across content marketing, game development, interactive fiction, and media journalism and have been part of The Elder Scrolls Renewal: Skywind since 2022, where I serve as Writing & Narrative Lead.
I'm a narrative designer, game developer, artist, and project lead who's had a lifelong obsession with stories. I'm especially interested in video games as a vehicle for immersive storytelling and the interplay between narrative and game mechanics. I've been writing for fun since childhood and writing professionally since 2017.
My career has moved across disciplines, but always with narrative and storytelling at the center: I started in content marketing, building a brand voice and long-form content at WebPT and Maven Wave (now part of Atos). That foundation shaped how I lead large-scale creative projects and work with cross-functional teams. It also taught me how to weave a narrative into wider systems and write with intention. Nothing in my storytelling is there by accident. Every line of dialogue, every quest beat, every piece of worldbuilding is written with the entire experience in mind.
Since 2022, I've been the Writing & Narrative Lead for Skywind (The Elder Scrolls Renewal project), a massive fan-led, volunteer-made remake of Morrowind in the Skyrim engine. I co-lead storylines, character arcs, quest dialogue, and worldbuilding for one of the most ambitious modding projects in gaming.
Currently, I'm pursuing my B.A. in Game and Interactive Media Design at Columbia College Chicago (expected May 2027), with a concentration in Game Design and a minor in UX/UI. I also work as a Content Writer at Qnary, helping executives craft their personal brand through strategic digital content.
When I'm not writing, you'll find me in the stacks of a local record store, deep in a cRPG, reading science fiction, or booking a flight to somewhere new.
Co-leading narrative development on one of gaming's most ambitious fan projects: a full remake of The Elder Scrolls III: Morrowind in the Skyrim engine. Responsibilities include developing storylines and character arcs, writing and reviewing quest dialogue, shaping worldbuilding, and leading a distributed team of writers.
Crafting digital content and personal branding strategies for executive clients. Writing thought leadership articles, social content, and other communications that reflect each client's unique voice and expertise.
Full-time student pursuing a degree with a concentration in Game Design and a minor in UX/UI. Coursework spans narrative design, game systems, interactive media, user experience research, and interface design.
Developed B2B content strategy and long-form content across AI/ML, cloud technology, and business transformation. Wrote and edited articles, white papers, e-books, landing pages, and webinar scripts. Collaborated with internal experts and external stakeholders to produce technically accurate, audience-focused content.
Joined WebPT's marketing team and contributed to a content library of 200+ articles covering healthcare compliance, physical therapy best practices, DEI, leadership, and company culture. Also produced e-books, webinar scripts, explainer videos, and landing pages from outline to implementation.
A script and storyboard for the four Disturbing Dream sequences in The Elder Scrolls Renewal: Skywind, adapting text-only dream visions from the original Morrowind into fully realized cutscenes. Incorporates dialogue from Morrowind's text-based dreams alongside my own original writing and entirely original visual direction and imagery.
A tabletop social deduction & roleplaying game with resource-building and mild roleplaying elements; set during a plague in a fictionalized medieval Venice. A group of survivors must band together to collect resources, build a sanctuary, and oust any plague carriers before the city falls. Developed as a solo design project.
Got a horse problem? Not anymore!
A short, delightfully unserious 3D Plinko game that I developed and built in Unity. Players must get the horses in one of the buckets to score points.
A local multiplayer hide-and-seek game set in a liminal mall after hours. Players disguise themselves as everyday objects and move through a quiet, fluorescent world that feels like something between a memory and a simulation. Inspired by dead mall aesthetics, vaporwave, early '90s nostalgia, and the low-res environments found in early 3D games.
A dating sim developed while studying abroad in Rome. With guidance from the goddesses Venus and Aphrodite, the player goes on dates with famous Italian and Roman landmarks. Writing and coding by Kylie McKee; art by Riley Hannon (IG: @pop_swif).
An interactive art piece exploring the concept of saudade, a Portuguese word that describes the simultaneous beauty and hurt felt in nostalgic longing. Using the artist's personal images and videos from various points in her life, this meditative, experiential project uses interaction design and audience immersion to create emotional resonance.
A community-driven platform concept connecting independent and early-career artists, writers, developers, and other creatives to collaborate on passion projects, build portfolios, and get involved in volunteer and community work. Designed as a networking and matchmaking tool, not a job board. Conceived, designed, and wireframed as a solo project.
I'm always happy to connect and open to conversations about game design, narrative writing, content collaboration, or anything in between. Whether you have a project, a question, or just want to enthuse over RPGs and simulators, feel free to reach out!
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