Writing for Action Adventure Games
- 11 minutes ago
- 3 min read
Approximately halfway through Reach’s development, I took over scriptwriting responsibilities following the departure of the fantastic Frankie Wakefield-Harrey. At the time, we had a fully implemented vertical slice script, as well as early drafts of key scenes elsewhere in the game. Given the pace of development, however, much of what we had was soon out of date.
I went delving into what we knew about each of Reach's characters, seeing to understand their personalities and backstories, and what about their individual voices worked well vs what didn't.

Alongside department leads (Michael Michael, Manos Agianniotakis, and Ian Sutton), I went through the existing script to identify major changes. These included changes to streamline and clarify the game world’s backstory, the removal of a subplot that was no longer relevant, making the main character less 'quippy', and the addition of a major beat that provides extra narrative tension around two-thirds of the way through the game. With these major changes identified, I began editing.

Edits to the existing script ranged from minor word swaps to full scene rewrites, spanning approximately 10k words in total. I then contributed a further ~10k words covering new narrative scenes, gameplay dialogue, player and enemy barks, and optional in-level worldbuilding text & accompanying dialogue.
Dialogue was recorded across multiple sessions (both in person and remote) at SIDE Studios in London. During these sessions, I worked directly with Reach’s incredible cast (Alec Newman, Alix Wilton-Regan, and Andrea Valls) and our amazing dialogue director (Danny Baldwin), providing context and clarification where necessary to ensure their performances matched the action and emotion we were after.

In circumstances where actors had wording or character suggestions, or found certain lines weren't working, I was able to approve or veto suggestions, or write alternative lines then and there, editing the master script as required.
In addition to working directly with the script and actors, I also wrote concise & engaging in-game lore, helped prepare documents for localisation, supported the implementation of subtitles, and provided copy editing for most writing in the game, including achievement descriptions, upgrade/unlock descriptions, loading screen tooltips, level names, and more. All of this was carried out alongside my standard duties as a level designer.



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