
I CALL MYSELF A WRITER
But that's just a Word. I'm more interested in what the Word means.
WRITER (noun): a highly-collaborative teammate who solves problems with unyielding grit, unflinching creativity, and an unquenchable thirst to bring unforgettable stories to unparalleled gameplay.
GAMES
A cybernoir mystery, a folkloric monster hunt, and a desperate adventure across the ruins of post-apocalyptic Yellowstone.
Sci-Fi, Fantasy, and Horror flavoring layered characters, emotional payoffs, and immersive worlds. What’s at the intersection of all these things?
That would be me. Check out my game credits below!
RED RAIN
Role: Writer
As part of the Narrative Team, I contributed to overall story development, thematic pillars, character development, and dialogue writing. I participated heavily in early brainstorm meetings and was responsible for writing nearly 40% of scripted scenes across the game's first draft. From there, I revised scenes across multiple sprints to turn in final deliverables within team deadlines.

THE TŪN-GĀST OF OAKSHAW
Role: Writer and Quest Designer
Assigned to one of four key quests, I led a small team in developing characters, structuring quest beats, and outlining scenes. Working within systems and scope, we developed a quest that utilized multiple existing characters and locations, built upon established lore, and iterated upon the core lantern mechanic to expand gameplay possibilities through narrative.

SANTA'S SECRET
Role: Writer and Narrative Designer
From bluesky development through post-launch patches, I assisted the Narrative Lead with structuring story elements, creating and developing characters, and working with artists and programmers to ensure narrative cohesion throughout the game. Towards the end of development, I took charge of writing variable-based side-content to expand character backstory and worldbuilding.

In this sample scene from Santa's Secret, I wanted to expanded our game's item description formula whilst delivering character insight. To enhance the sentiment and interactivity behind the boxing gloves choice, I subverted our choice system by scripting an NPC conversation which fired directly after item inspection.
I also wrote the full scene, which can be viewed here.
WRITING SAMPLES
SUBJECT: KY-13 (KYLE)
SPECIES: WRITER // NARRATIVE DESIGNER
COMMON BEHAVIORS: Partial to the oxford comma // Reads dialogue out loud // Charges interpersonal drama through intrapersonal conflicts
OBSERVATION REPORT: Subject KY-13 displays remarkable abilities in writing, especially for and relating to games. Subject appears to be reshaping formalistic cinematic principals; subject has evolved innate storytelling aptitude to include elements of interactivity, wherein players utilize gameplay systems and audience participation to inform and expand narrative. For over 3 years, subject has successfully fulfilled functions including but not limited to:
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cinematic cutscenes // barks // dialogue // in-game readables // quest outlines
See below for a full array of samples collected from Subject KY-13.
01
SYNTHWAVE
Cinematic // Screenwriting Sample
Jump into the edgy action of Cybercity as Vox helps her pal Rudy track down a metalhead who’s recently been booked by the Shields. Easy money - ‘til the target slaughters his captors, leading Rudy to divulge the true nature of this urgent job.
This cinematic sample was written in Final Draft with the intention of showcasing dramatic, emotional writing between the player character and an NPC companion. My goal was to write strong voices and realistic approaches to difficult conversations in a downtrodden cyberscape. The scene is staged as an interactive first-person cutscene, utilizing scripted story beats and lightly branching dialogue options to deliver story whilst offering outlets for player agency.
02
DEADLANDS
Quest Outline // Dialogue Sample
Enter a world ravaged by the Wight Influenza. In this RPG quest, players face a moral dilemma between serving justice and showing mercy in the face of one philosophical query: does a life reborn by infection have less value than those that remain untouched?
This quest explores relationships, vitality, and loyalties that are stretched to their breaking points by the Wight Influenza. It grants players authorship by offering a choice between two plausible resolutions to one horrific event. The dialogue portion of this sample displays skill in crafting dialogue wheels and conversation nodes within typical RPG conventions. It also focuses on honing voice and speech cadence for Irving, a key quest-giver within this storyline.
The Quest Outline can be found on pages 1-2.
The Dialogue Sample lies on pages 3-4.
03
BEASTBREAKER
Barks // Ambient Dialogue
In an action-adventure fantasy kingdom, everyone’s always got something to say - especially when a mythical monster hunter strolls into Kingsdale Fortress just as a particularly nasty wyvern so inconsiderately rips the place to shreds.
In this sample, I combine atmospheric and combat barks to bring the POI of Kingsdale Fortress to life, in tandem with a massive narrative set piece. This dialogue surrounds the player throughout their journey as they discover Kingsdale, enter and exit combat, and loiter within the location post-battle. These barks - delivered by NPC Soldiers - serve to evolve the narrative experience by contextualizing gameplay and cultivating tone as the world state progresses.
04
MUTANT WARS
The Great Mutation: a catastrophic event that serves as a mass origin for Mutants, their powers, and their mysterious doppelgängers - The Splintered. Modeled as a Hero Shooter, Mutant Wars provides multiplayer fun through unique characters and awesome thematics.
Hero Shooter // Character Briefs
Originating as a writing test for a REDACTED Hero Shooter, these Mutant Wars Narrative briefs run the gamut of character creation and dialogue writing. From conceptualizing thematic skins that compliment mechanics, to writing dialogue emulatory of character art, this sample displays an innate ability to concept, design, and fine-tune characters and voicelines for multiplayer Hero shooters.
ABOUT / CONTACT
Here's My Story...
Kyle Scarselli (he/him) is a writer with 4+ years of experience and training in interactive narrative, television, and video games. He seeks to support engaging stories that expand narrative possibilities and highlight gameplay mechanics.
A selection of Kyle’s screenwriting can be found published in Write to TV: Out of Your Head and Onto the Screen (3rd Edition). Having translated his cinematic principles to games, Kyle is currently working as a Writer on Red Rain at Small Loan Studio, where he has previously supported narrative on two other projects.
Outside of writing, you can find Kyle in a theme park, flinching through haunted house attractions, learning a new TTRPG, catching a movie, feasting on a breakfast sandwich or birdwatching with his cat, Pidgey (yes, like the Pokémon.)
What's Yours?