I make my living as a writer, editor, and public relations consultant in the video game industry. Since 2009, I have worked with various indie studios to develop and execute PR campaigns for more than 100 games, with a focus on adventure and story-heavy games for PC and mobile devices. See below for a partial list of past and present clients.
A few useful links for indie developers:
- 10 Tips for Spotting Key Scammers
- People Keep Trying To Scam Their Way Into Free Video Games – Kotaku interviewed me about the dirty tricks scammers play to get game keys from indie developers
- The Indie Dev’s Crash Course Guide to Mobile App PR
- How To Make Sure No One Ever Downloads Your App
- GDC 2016 In The Can – Ron Gilbert’s recap of the work that went into showing Thimbleweed Park to press at the Game Developer’s Conference
- Low Cost PR Practices for Indie Mobile Game Developers
JDRF is the world’s largest nonprofit funder of type 1 diabetes (T1D) research. I’m actively working with the charity’s San Francisco Bay Area branch on JDRF Game2Give, an initiative that pursues fundraising opportunities within the video game industry. Our inaugural Twitch and Humble Bundle fundraisers, which I helped organize and publicize, raised over $500k for T1D research in November 2019. My work with JDRF will continue as we grow the Game2Give initiative in 2020.
inkle is a Cambridge, UK-based indie developer that focuses on interactive narratives. I ran the PR campaign for the launch of Steve Jackson’s Sorcery!, an iOS adaptation of the 1980’s Sorcery! gamebooks. The game received an overwhelmingly positive response, with reviews from USA Today, Forbes, Kotaku, IGN, TouchArcade, PocketGamer, The Unofficial Apple Weblog, and many other gaming and consumer publications. My work for inkle has continued with subsequent Sorcery! installments as well as the innovative 80 Days, which launched to critical acclaim in July 2014, and Heaven’s Vault, released for Windows and PS4 in 2019.
Terrible Toybox is the indie studio Ron Gilbert and Gary Winnick created to develop Thimbleweed Park, a modern point & click adventure game in the style of their 1987 classic, Maniac Mansion. In 2014, I handled PR for the Kickstarter campaign that raised $626,250 for the project. I then worked closely with Team Thimbleweed to promote the game over the year leading up to its launch on Windows, Mac, Linux, and Xbox One, as well as supporting subsequent launches on PlayStation 4, Nintendo Switch, iOS, and Android. In addition to coordinating coverage and managing day-to-day communications needs, my work included collaborating with outside PR firms to set up a European press tour and damage control for the toilet paper scandal.
Wadjet Eye Games is an independent developer and publisher with a reputation for producing award-winning and critically acclaimed adventure games for PC, Mac, Linux, iOS, and Android. I led the launch campaign for Gemini Rue, a unique retro-styled adventure game that garnered positive attention from outlets including IGN, PC Gamer, GamesRadar, Eurogamer, The Escapist, and Wired. My work for Wadjet Eye has continued with launches of the Blackwell series, Resonance, Primordia, The Shivah: Kosher Edition, A Golden Wake, Technobabylon, Shardlight, and Unavowed on the Wadjet Eye website, GOG.com, Steam, the App Store, and Google Play.
Beep Games is the indie label of Clayton Kauzlaric (Voodoo Vince, DeathSpank) and Ron Gilbert (Secret of Monkey Island, The Cave, DeathSpank, Thimbleweed Park). In 2013, I handled PR for their match-3 / RPG mash-up Scurvy Scallywags in the Voyage to Discover the Ultimate Sea Shanty on iOS and Android. My work for Beep continued with 2017’s Voodoo Vince: Remastered and 2020’s Bartlow’s Dread Machine.
Pinkerton Road is an indie development studio started by legendary adventure game designer Jane Jensen in April 2012. I handled PR for the studio’s initial announcement and Kickstarter campaign, which went on to earn more than $435k. The campaign received prominent coverage in the gaming media, with notable hits including GameSpot, Polygon, Wired, Forbes, GamesIndustry.biz, Eurogamer, Destructoid, Kotaku, Rock, Paper, Shotgun, Games.com, and VentureBeat. I went on to handle the launch PR for Lola and Lucy’s Big Adventure, a kids’ ebook for iPad, that received a starred Kirkus Review and was mentioned on the Huffington Post.
Other work for Pinkerton Road has included launch PR for the studio’s first original adventure game, Moebius: Empire Rising, and support for the 20th anniversary edition of Gabriel Knight: Sins of the Fathers.
The Game Bakers is an independent video game studio located in France. I handled PR for their debut game, SQUIDS, on iOS, Android, Windows, and Mac. Our launch campaign for iOS resulted in more than 200 reviews. My work with The Game Bakers continued with the June 2012 release of SQUIDS Wild West, the iOS / Android launch of Combo Crew in May 2013, and the Wii U and Nintendo 3DS releases of SQUIDS Odyssey in the summer of 2014.
SomaSim is a two-man indie studio reviving the tradition of old-school simulation games for the modern audience. I handled PR for their first release, the Gold Rush sim 1849, as well as the 1849: Nevada Silver expansion pack. The campaign kicked off with a successful “early access” beta release, the benefits and results of which are documented here. In addition to the usual gaming press, my outreach targeted consumer outlets based in the real California and Nevada towns featured in the game, resulting in coverage from the Sacramento Bee, Stockton Register, Nevada Magazine, and others.
Phoenix Online Studios is an indie developer and publisher who got their start with the King’s Quest-inspired game, The Silver Lining. My involvement with The Silver Lining‘s episodic release included the writing and distribution of press releases, media outreach, and coordination of reviews and Q&A. Our initial series announcement was covered by more than 125 outlets, with notable hits including a CNN.com feature and a video interview on 1UP. In late 2012 I resumed working with Phoenix to provide PR support for their first commercial game, Cognition: An Erica Reed Thriller, a 4-episode adventure series for PC, Mac, and iPad.
Silicon Sisters Interactive was Canada’s first female owned and operated video game company. I wrote and distributed their initial press release, which was met with an overwhelmingly positive media response. The announcement was reported by a number of high-profile video gaming, entertainment, and news outlets, including IGN, Gamasutra, MCV, EDGE, AOL’s Big Download, and GamesIndustry.biz. My work with Silicon Sisters went on to include day-to-day press communications, coordination of interview and feature coverage, and promotion of their School 26 game series and Everlove, a narrative game designed for readers of romance novels.
Klei is an award-winning indie developer based in Vancouver. From November 2011 through mid-2012, I helped with day-to-day PR during the launch of the multi-platform beat-em-up Shank 2 (in coordination with Electronic Arts) and leading up to the release of stealth platformer Mark of the Ninja.
Other companies I’ve worked with include: