Design


Released: July 2025
Studio: EA - Maxis
Platforms: PC | Console
Skill focus: Narrative design, content/systems design, writing, character design
Time spent on project: 1 year
Engine and tools: Google Suite, Miro, and a proprietary engine
I was responsible for the design of Fables [Quests], NPCs, the Fairy Journey [transformation], and the Plant Lover Trait from concept to completion. Additionally, I was responsible for guiding Fairy CAS [create-a-sim] and Notebook UI Updates. I inherited Fairy Dust part-way through the project.
I was the Narrative Lead on this team, facilitating writer's room "collab" meetings to help craft our cohesive overarching narrative. I reviewed writing, mentored fellow designers, and documented our lore in a Bible.
Fables [Quests] is an objective based errand system for players to accept and complete. Each Fable provides a story, featuring the first half upon acceptance and the ending once the task has been accomplished. The full Fable is then saved to the player Sim's notebook.
The Fairy Journey is a gameplay avenue for a Sim to become a Fairy, earning their wings through simple tasks laid out by Mother Nature.
The Plant Lover Trait is a personality trait centered around plants being friends...not food.
"Plant Lover Sims treat each and every plant like the little Sim they are. Being a friend to plants is not always easy on a Plant Lover's emotions, but luckily these Sims don't need any skill to share their special interest, just a big heart!"
Part of my design responsibilities for NPC's included creating the look, personality, and backstory of each premade Sim. Meet the cast of characters here! I worked closely with Brand to feature the NPC's and their distinct stories while keeping continuity between the trailer and the in-game content.
For an overview of the collective lore, this Sim's Creator does a thorough deep dive!
I also wrote the following player facing text:
Fables, objectives, tooltips, chance card riddles, character bios/backstories, character "tales" [gossip strings], trait description, tutorial/guide text, names, titles, notifications, and moodlet names and descriptions.
And I contributed a new loading screen.
Released: October 2024
Studio: EA - Maxis
Platforms: PC | Console
Skill focus: Content/systems design, narrative design, writing
Time spent on project: 8 months
Engine and tools: Google Suite, Miro, and a proprietary engine
I was responsible for the design of Tarot Cards, Favors [Quests], Collectibles, Reaper [Grim] Career - Active, Undertaker Career - Rabbithole, and the Thanatology Skill. I was the designer for Heirlooms and Festivals (4) during preproduction documentation.
I shifted to a new project following our iteration phase and communicated with the inheriting designer to ensure a successful ZBB and launch.
Favors [Quests] is an objective based errand system for players to accept and complete, each offering a Tarot Card as a reward. Other Tarot Cards can be found scattered throughout the world or by participating in various activities. Collecting all 26 creates a deck of cards capable of performing tarot readings. While a basic deck is available for purchase, the collectible deck offers additional gameplay like affirmation healing or summoning Lady Ravendancer Goth.
"This is the most fun I have ever had doing a collection in The Sims 4...the gameplay surrounding it was fun." (regarding Tarot) - lilsimsie
Tarot Card Readings produce a UI pop-up with an upright or reversed fortune. These fortunes often populate buffs/moodlets or wants on the Sim receiving the reading.
The Reaper Career is an active career allowing Sims to grab their very own scythe and follow in Grim’s footsteps harvesting souls and keeping unruly ghosts away. Scry for assignments, collect souls, listen to pleas, file death certificates, and more!
"I’ve always loved active careers, and the Reaper career really works well. While there will always be some repetition in jobs like this, with a good core selection of different types of tasks you have to travel to, it makes a big difference to the longevity of playing Grim." - TheGamer
The Undertaker Career is a rabbithole job - meaning the Sim disappears for the day - and the fiction of their work is shown through chance cards, level descriptions, and notifications. Players can choose to follow a Mortician branch or become the Funeral Director.
Thanatology is a 5 level skill exploring death!
"Dip your toe into the Baleful Bog of knowledge by studying death and loss. Sims enticed by this grim calling will eventually be able to partake in the vocalization of a dying tongue or the creation of a soulful treat meant to boost a Sim's motivations. It's really a skill to die for!"
With Game Rant writing:
"Previous supernatural packs have added skills that are lackluster in comparison to the thanatology skill...[T]he thanatology skill unlocks items similarly... but it also adds a new language and interactions with the Grim Reaper. These aspects of the skill enhance social gameplay... while simultaneously giving players benefits... Thanatology is a great addition to The Sims 4’s long line of skills." - The Sims 4: Life and Death's Thanatology Could Be a Trailblazer for Future Skills
I also wrote the following player facing text:
Tarot card descriptions, hints, and Upright/Reverse readings. Career level descriptions, level titles, notifications, career chance cards, skill name and descriptions, tutorial/guide text, names, moodlet names and descriptions.
I also named one of the festivals and the inheriting designer kept it!
"My favorite is perhaps Afterlife Anonymous, which happens every weekday and is nothing more than a bunch of ghosts gathering, eating lobster thermidor and chatting at a podium occasionally. It's that classic Sims humour" - PCGamer
Released: November 2023
Studio: EA - Maxis
Platforms: PC | Console
Skill focus: World design, narrative design, content design, writing, character design
Time spent on project: 1 year
Engine and tools: Google Suite, Miro, and a proprietary engine
I was responsible for the design of the World, NPCs, Tomarang Truths [Local Secrets], and the Tiger Sanctuary Rabbithole/Adventure from concept to completion. I was the designer for Snooping, Traits (5), TukTuks, and the Tomarang Introduction during preproduction documentation.
I was the Lead for our World Pod, overseeing related features and aligning with fellow designers on our cohesive vision.
World design is a large feature involving interconnected content design choices and close collaboration with the Art Director and Environment Artists. Determining lots, venues, POIs, performance, spawners, NPC walkbys, and lots of text writing!
Donning my narrative design hat, I developed the lore of the world, finding interesting ways to sprinkle narrative tidbits around. Through notifications, gameplay, and environmental objects, players were able to piece together the origin of Tomarang.
The Tiger Sanctuary is a rabbithole shell that allows players to step into the fiction of visiting an animal sanctuary to learn about conservation and help their community protect these majestic beasts. Sims can adopt a tiger to fund the sanctuary, receiving a plushie and poster in the mail for their contribution.
Part of my design responsibilities for NPC's included creating the look, personality, and backstory of each premade Sim. Meet the cast of characters here! I worked closely with Brand to feature the NPC's and their distinct stories while keeping continuity between the trailer and the in-game content.
I also wrote the following player facing text:
World name, neighborhood descriptions, lot descriptions, household descriptions, character bios/backstories, Tomarang Truths [local secrets], snooping secrets, POI chance cards, notifications, and moodlet names and descriptions.
And I contributed a new loading screen based off a popular internet phrase/meme.
Released: March 2023
Studio: EA - Maxis
Platforms: PC | Console
Skill focus: content design, writing
Time spent on project: 2 months (supplemental)
Engine and tools: Google Suite and a proprietary engine
I was responsible for the implementation of the Diaper Changing Stations, Newborn Outfit Change, and the Baby Shower Event (with the added design of baby shower themed beverages!).
I was brought onto the project for a short stint to cover capacity overages and inherited designs from other team members. While I mostly focused on implementation, I was given creative freedom over player facing text and the minor addition of themed party drinks.
Additionally, I gave feedback and assisted on the design of the celebration canon for the Baby Shower during the team's iteration phase.
The Baby Shower Event is a player created event where Sims can be assigned roles for the party and the host Sim has goals to accomplish in order to throw a gold standard event.
Infants do not have standard outfits like other Sims and can only be changed into preset onesies. I definitely brought a punny energy to these outfit names!
The Changing Table was a complex object design with multi-Sim postures, geostates, and upgrades. There are two types of changing tables, a station and a drop down wall hanging table. Both can service infants and toddlers.
Released: July 2022
Studio: EA - Maxis
Platforms: PC | Console
Skill focus: Content design, character design, writing
Time spent on project: 9 months
Engine and tools: Google Suite and a proprietary engine
I was responsible for the design of Teen Aspirations, Teen Food, and NPCs. I inherited some creative parts [lore, lots, venues] of World Design halfway through production. During our iteration phase I designed Pre-Order Incentives, Trellis Ladders, Trait Based Rejections, a Trust Sentiment, and the CAS Personality Quiz updates. During polish I was responsible for tuning and pricing new Build/Buy objects.
There are 4 Teen Aspirations to select in CAS. Each one works as a goal tracker with specific goals for the player to complete. Completion earns their Sim a Reward Trait. Sims could take on the lifestyle of Live Fast, Drama Llama, Admired Icon, or Goal Oriented.
Teen Food includes cafeteria meals as well as a pack specific Vending Machine.
Part of my design responsibilities for NPC's included creating the look, personality, and backstory of each premade Sim. Meet the cast of characters here! I worked closely with Brand to feature the NPC's and their distinct stories while keeping continuity between the trailer and the in-game content.
When it came to World design, I split responsibilities with another designer to focus on the narrative aspects vs the technical needs. In collaboration with my production partner, we determined names, lot descriptions, neighborhood descriptions, and lot/venue placement.
I also wrote the following player facing text:
World name, neighborhood descriptions, lot descriptions, household descriptions, character bios/backstories, wants/fears, object descriptions, High School Day chance cards, notifications, buff names and descriptions, CAS quiz questions, and rejection dialogue.
I collaborated with Production to write all generated social media posts for the in-game Social Bunny app.
Released: 2023
Studio: EA - Maxis
Platforms: PC | Console
Skill focus: Design Support
Time spent on project: 1 month
Engine and tools: proprietary engine
Kits are smaller development cycles with a focus on art assets, meaning design work is minimal. I was asked to assist on two kits - Simtimates and Bathroom Clutter. I was on-call support for Simtimates, available when necessary for bug fixes. I was responsible for Build/Buy Object Tuning on Bathroom Clutter in addition to bug support.
Personal Projects
Writing
Shipped Writing
In-Game Highlights




A complete collection of all shipped writing in The Sims 4, organized by Highlights and DLC titles.
Curious about Lore organization?? Click Here
A decorated PDF featuring shipped in-game writing featured alongside Tarot Cards in The Sims 4: Life & Death
(Created with Canva)
Screenplays
A scripted scene emulating established character voices. Kratos, Tiny Tina, and Isabelle ride an elevator together, and things do not go as planned.
(Written in Writer Duet)
A one page scripted scene set in a post-apocalyptic world. Mel and Cara navigate through an infected area in search of Mel's old celebrity home located in the Hollywood Hills.
Includes additional travel barks
A short scripted scene set in a maybe-not-so-distant corpo-dystopian future. Remnia, a 22 year old woman, is faced with a rather daunting decision in order to provide for her family.
(Written in Writer Duet)
Quests/Characters/Items/Barks
Based in World of Warcraft's universe, delve into a quest design spec complete with character barks, item names/descriptions, and a full plot summary.
Based in the Elder Scrolls Online universe, delve into a quest outline featuring a plot summary and preliminary character design.










