SHAWN PORTER / NARRATIVE WRITER & WORLDBUILDER

Narrative writing for interactive worlds.

I write character, setting, and player-facing story systems for worlds people can investigate, inhabit, and carry with them. My work spans original interactive prototypes and authored game-world writing, with a focus on atmosphere, motivation, player discovery, and the relationship between story and play.

PROFESSIONAL GAME WORLDBUILDING

Fight Legends: Worldbuilding and Narrative Writing

Authored and conceptualized for Fight Legends, these pieces connect world premise, character motivation, player progression, and the systems surrounding a developing fighting game.

Fight Legends project overview artwork featuring Nix and the What is Fight Legends presentation
Fight Legends · Project overview artwork; artwork not by Shawn.

Multiverse Theory

World premise and social conflict

A setting document that connects resource scarcity, class, interdimensional expansion, the Rift Wars, and the forces shaping its fighters.

Fight Legends marketplace environment artwork
Project environment artwork accompanying the world-premise writing.

“Now, wars are fought with computer code if you are a suit and with blood and bone if you weren't born with a silver spoon in your mouth.”

Multiverse Theory · Excerpt

Introducing Nix

Character origin and motivation

A character introduction tracing Nix’s forced experimentation, escape from the Agency, and personal reason for entering the Fight Legends conflict.

Fight Legends project artwork showing Nix’s character design from three angles
Project character artwork accompanying Shawn’s Nix writing.
Read on Medium ↗

Ross Levine

Real-world character adaptation

A piece that blends a real combat athlete’s background with the future history, stakes, and rules of the Fight Legends universe.

Fight Legends social post pairing Ross Levine with his game-character artwork
Project social-post visual accompanying the Ross Levine writing.
Read on Medium ↗

Story Mode

Narrative progression and player choice

A player-facing explanation of how character context, regional progression, event choices, escalating AI behavior, and rewards were intended to work together.

Fight Legends PvE scene showing a fighter overlooking the futuristic city
Project PvE visual from the Story Mode article.
Read on Medium ↗

From professional game worldbuilding to original interactive stories

PLAYABLE INTERACTIVE MYSTERY

The Last Rehearsal

A sci-fi detective prototype built around environmental discovery. Players inspect a crime scene, collect evidence from the body, damaged speaker, and terminal, then use a Caseboard to weigh competing theories and pursue the strongest lead.

I conceived and scripted the full interaction flow, including the scene premise, evidence, use actions, terminal log, theory-selection interface, and completion state. The prototype uses player investigation and inference as the route into its larger mystery.

Play the prototype ↗
The Last Rehearsal player character in the investigative rehearsal-room scene, with the body, terminal, and Look and Use controls
Completed Caseboard with collected evidence, three working theories, and the result of tracing the V-17 maintenance chip
Caseboard · Evidence, theory selection, and decision result.Open screenshot ↗

From a compact mystery to a deeper original world

IN DEVELOPMENT / POINT AND CLICK NARRATIVE

Case-Zero

Story concept · Worldbuilding · Three gray-box scenes · Early puzzle design · Music integration

Case-Zero is an in-development sci-fi point-and-click investigation into creativity, authorship, and the power to decide whose expression counts. When human intention and artificial intelligence shape the same work, where does the musician end and the tool begin? What happens when that distinction carries consequences for someone’s freedom?

A planned r3plic4nt album functions both as the game’s soundtrack and as music within its world. Players encounter the songs as atmosphere and expression before investigating their origins, bringing their own emotional response into a story about artistic legitimacy, identity, and control.

After building The Last Rehearsal, I began Case-Zero in Adventure Game Studio to develop a deeper original adventure world. I built the first three gray-box scenes and a simple puzzle, then paused expansion to establish the story foundation before committing further locations and interactions.

Case-Zero gray-box development screenshot, scene 1
Scene 01 · Gray-box development
Case-Zero gray-box development screenshot, scene 2
Scene 02 · Gray-box development
Case-Zero gray-box development screenshot, scene 3
Scene 03 · Gray-box development

NARRATIVE IN PLAY

I prototype story through play.

On original projects, I work across story, gray-box spaces, puzzle flow, interaction implementation, and music so narrative decisions can be tested through play rather than described only on the page.

Let’s build worlds with something to say.

Get in touch →