Hi, I’m Bennett.
I’m a game designer and writer based in Los Angeles with a background in level, systems, narrative, and UX design. I create compelling narratives and the systems for interacting with them.
I’m a game designer and writer based in Los Angeles with a background in level, systems, narrative, and UX design. I create compelling narratives and the systems for interacting with them.
Role: Lead Game Designer
Double Exposure is the lastest in the Peabody Award winning Life Is Strange series from Square Enix and Deck Nine games. It is a single player narrative game, focusing on a choice-driven story with brnaching consequences, expansive living world interactions, and charracter-forward storytelling.
As the Lead Designer on Life is Strange: Double Exposure during 2023, I managed the design team, oversaw secondary narratives, drove UI/UX descisions, and created and implemented game concepts that aligned with the publisher’s vision and objectives.
Collaborated with Writing, Narrative Design, and Cinematics to ensure correct scripting for character interactions and dialogues
Technical implementation of custom Cinematic content, dialouges, and animations using Deck Nine’s proprietary tools
Led design and documentation for over 30 scenes spanning 5 chapters of gameplay
Coordinated with key stakeholdrs and producers to improve desing velocity, quality, and understanding
Reduced a 6 delay to a 6 week setback through careful planning and re-shaping the concept-to-completion pipeline for design
Role: Lead Narrative Designer
Oxenfree II is the long anticipated sequel to 2016 genre-defining Oxenfree. It is a single player narrative adventure game focused on engaging dialouge, meaningful choices, and exploration.
On Oxenfree 2 I was responsible for level design for various scenes across Act 2, the puzzle design of ghosts around the island, and the narrative design for our side stories, end-of-game wrap ups, and the inital structure pf the game’s third and final act.
Generated level documentation, interaction flowcharts, layouts, and for the Lighthouse, Waterfall, Ghost Town, and Community Center scenes
Worked closely with the writing team to update story beats across Act 2 and spearhead the story direction for Act 3 and the game’s living world side stories.
Reviwed, revised, and reworked multiple scenes as development progressed to better meet the creative vision of key stakeholders
Role: Lead Narrative Designer
Westworld: Awakening is the first game released by the short-lived HBO Interactive. It is a narrative adventure game following the role of a Host in the setting of Westworld on a journey of self discovery. The game focuses on puzzles and interactions in VR, choice-driven narrative sequences, and cinematic storytelling.
As the Lead Narrative Designer at Survios, I was given the opportunity to act as the writer and director for Westworld Awakening. The studio sent three pitches for games to be reviewed by show creator, Jonathan Nolan, and my concept was selected among the three. I co-wrote the games script alongside a writer from Kilter Studios, Hillary Benefiel.
Wrote and directed a 3 hour single player narrative adventure game for HBO’s WestWorld
Designed, greyboxed, and set dressed multiple levels with a focus on areas with key narrative significance and high visual impact
Crafted and implemented numerous puzzles, stealth sections, and interactive narrative sequences
Worked closely with design, art, cinematics, VFX, and engineering teams to ensure consistency and quality in accordance with the publishers expectations
This was my first opportunity to work as a director, and it was an incredibly fulfilling experience.