TESTIMONIALS

To contact Greg about potential opportunities, follow this link.

No Man's Sky: Atlas Rises / NEXT  (Hello Games)   "We’ve worked with Greg on a number of occasions, primarily working with the team to create written content for No Man’s Sky. It was very obvious from the outset that Greg cares enormously about what he does, and it shows through in what he produces and how he works with the team. He took the time to understand the No Man's Sky fanbase and really got to the heart of what they wanted from the game's story. His passion and hard work under pressure made him a key part of being able to deliver a large, story-driven update for No Man's Sky in a very short amount of time."    - Hello Games

No Man's Sky: Atlas Rises / NEXT (Hello Games)

"We’ve worked with Greg on a number of occasions, primarily working with the team to create written content for No Man’s Sky. It was very obvious from the outset that Greg cares enormously about what he does, and it shows through in what he produces and how he works with the team. He took the time to understand the No Man's Sky fanbase and really got to the heart of what they wanted from the game's story. His passion and hard work under pressure made him a key part of being able to deliver a large, story-driven update for No Man's Sky in a very short amount of time."

- Hello Games

Aquanox: Deep Descent     (Digital Arrow, published by THQ Nordic)   "Greg did great work for us stabilizing and defining narrative elements for Aquanox: Deep Descent. His involvement improved the story and helped better link it to gameplay, with narrative elements written with good attention to both setting and gameplay options as as well as potential limitations.    All in all, Greg’s involvement allowed us to focus more on how to make the game more fun, and think less about how to make it work. This, I think, is one of the highest points of our co-operation. Communication was top notch, with flexible involvement and quality execution.    I would certainly recommend Greg’s work to other developers and publishers, as I’m sure any team would benefit from his approach to game writing as well as his quality of work."    - Norbert Varga  (Studio Head and Game Director at Digital Arrow)

Aquanox: Deep Descent (Digital Arrow, published by THQ Nordic)

"Greg did great work for us stabilizing and defining narrative elements for Aquanox: Deep Descent. His involvement improved the story and helped better link it to gameplay, with narrative elements written with good attention to both setting and gameplay options as as well as potential limitations.

All in all, Greg’s involvement allowed us to focus more on how to make the game more fun, and think less about how to make it work. This, I think, is one of the highest points of our co-operation. Communication was top notch, with flexible involvement and quality execution.

I would certainly recommend Greg’s work to other developers and publishers, as I’m sure any team would benefit from his approach to game writing as well as his quality of work."

- Norbert Varga (Studio Head and Game Director at Digital Arrow)

Mad Devils     (Itzy Interactive)   "I was happy to discover Greg when we lost our writer during work on Mad Devils. Greg proved himself more than capable of picking up and running with the project. While staying true to the mythos already created he was able to breath life into our characters and take our story to an ultimately satisfying conclusion when we ourselves were unsure where the story would end up. Mad Devils is a better game for having Greg on-board and I look forward to working with him again on future projects."    - Kyle Kulyk  (Itzy Interactive)

Mad Devils (Itzy Interactive)

"I was happy to discover Greg when we lost our writer during work on Mad Devils. Greg proved himself more than capable of picking up and running with the project. While staying true to the mythos already created he was able to breath life into our characters and take our story to an ultimately satisfying conclusion when we ourselves were unsure where the story would end up. Mad Devils is a better game for having Greg on-board and I look forward to working with him again on future projects."

- Kyle Kulyk (Itzy Interactive)

Cthulhu Chronicles   (MetaArcade)   "Greg’s knack for atmospheric writing lends a unique dimension to the horror genre. The tone and flow of his writing is well-suited to cosmic horror and cerebral horror, yet distinctive enough to stand out from the crowd. And all this while working in line with Cthulhu Chronicles's style guide and technical writing requirements! Throughout the process, Greg kept an eye on the balance between narrative and gameplay, and took feedback to heart without resistance. He communicated openly and effectively, and his work was polished even as a first draft.    I was incredibly pleased with his work and look forward to working with him again."    - Sam Riordan  (Content Lead)

Cthulhu Chronicles (MetaArcade)

"Greg’s knack for atmospheric writing lends a unique dimension to the horror genre. The tone and flow of his writing is well-suited to cosmic horror and cerebral horror, yet distinctive enough to stand out from the crowd. And all this while working in line with Cthulhu Chronicles's style guide and technical writing requirements! Throughout the process, Greg kept an eye on the balance between narrative and gameplay, and took feedback to heart without resistance. He communicated openly and effectively, and his work was polished even as a first draft.

I was incredibly pleased with his work and look forward to working with him again."

- Sam Riordan (Content Lead)

Fort Triumph     (Cookiebyte Entertainment)   "We met Greg through a recommendation from a writer we worked with previously, and are happy that we did. We set out to write initial in-game dialogues as well as overarching narrative and world lore, and Greg led the former and supported the latter well.    Greg was straightforward and easy to work with - he met his deadlines, communicated his expectations and delivered smoothly and with minimal hassle on our part. On a personal level we enjoyed interacting and brainstorming with him.    We hope to work with Greg again in the future - if his work fits your game's style, you should check him out."   -  Shay Zeldis  (Head of Content)

Fort Triumph (Cookiebyte Entertainment)

"We met Greg through a recommendation from a writer we worked with previously, and are happy that we did. We set out to write initial in-game dialogues as well as overarching narrative and world lore, and Greg led the former and supported the latter well.

Greg was straightforward and easy to work with - he met his deadlines, communicated his expectations and delivered smoothly and with minimal hassle on our part. On a personal level we enjoyed interacting and brainstorming with him.

We hope to work with Greg again in the future - if his work fits your game's style, you should check him out."

- Shay Zeldis (Head of Content)

Trailblazers     (Supergonk, published by Rising Star)   "We asked Greg to help us inject narrative and character into our racing game; not an easy task! We challenged him to write an engaging narrative in a genre which doesn't typically do story well, and for it to be tied to gameplay in a meaningful way. Greg quickly knocked it out of the park, expanding our character's personalities and building a huge and interesting world around them. His work completely transformed our racer from what could have been a dry experience into something with character, humour and fun. His approach was professional and the writing was delivered on time. I wouldn't hesitate to work with Greg again, and look forward to collaborating on future projects.”   -  Ben Ward  (Founder)

Trailblazers (Supergonk, published by Rising Star)

"We asked Greg to help us inject narrative and character into our racing game; not an easy task! We challenged him to write an engaging narrative in a genre which doesn't typically do story well, and for it to be tied to gameplay in a meaningful way. Greg quickly knocked it out of the park, expanding our character's personalities and building a huge and interesting world around them. His work completely transformed our racer from what could have been a dry experience into something with character, humour and fun. His approach was professional and the writing was delivered on time. I wouldn't hesitate to work with Greg again, and look forward to collaborating on future projects.”

- Ben Ward (Founder)

The Trail: Frontier Challenge     (22Cans)   “We brought Greg in to create an emotional connection to the player’s journey in to The Trail: Frontier Challenge. He was able to write an engaging branching narrative within the constraints of the systems we had already built to deliver the story and we have had great feedback from players. It was a pleasure working with someone so passionate about narrative in games and we hope to work with Greg again on our next title!”   -  Jennifer Clixby  (Producer)

The Trail: Frontier Challenge (22Cans)

“We brought Greg in to create an emotional connection to the player’s journey in to The Trail: Frontier Challenge. He was able to write an engaging branching narrative within the constraints of the systems we had already built to deliver the story and we have had great feedback from players. It was a pleasure working with someone so passionate about narrative in games and we hope to work with Greg again on our next title!”

- Jennifer Clixby (Producer)

Curve Digital  (MCV Indie Publisher of the Year)  Narrative consultancy for in-development titles   "Greg's input has been invaluable. He delivered incredible insight into how to structure an engaging narrative and create emotionally-satisfying character arcs."   -  David Upchurch  (Head of Development)

Curve Digital (MCV Indie Publisher of the Year)

Narrative consultancy for in-development titles

"Greg's input has been invaluable. He delivered incredible insight into how to structure an engaging narrative and create emotionally-satisfying character arcs."

- David Upchurch (Head of Development)