Writing
Screenplays, cutscene dialogue, series pitch material, and narrative design documentation for original animated and interactive IP.
The Opening Sequence — “Ash & Sooth: The Bazaar”
- Format
- Screenplay (Celtx)
- Length
- Pilot script, 8 pages
- Purpose
- Establishes tone, world, and protagonist through environmental storytelling and dialogue
The first scene follows Samir, a cunning thief, through a bustling city bazaar at sunset. This sequence introduces the world's visual tone, lore hints, and early tension between myth and skepticism.
ExcerptDownload script (PDF) →Through the hubbub of laughter and shouting, a young man with a devilish smile hurriedly pushed past—huffing, smirking, half-cackling. An angry shout punctures the air, fading away as the young man weaves in and out of spaces between people, walking faster and faster.
The eyes of onlookers barely trace his appearance. His golden brown hair caught the fleeting rays of the sun, locks neatly tucked away in a low ponytail. Draped in a pink-and-purple checkered cape lined with golden accents, the young man underneath it sported neat black slacks, a powdery white shirt, and a silk sash wrapped around his waist. Disguised as an aristocrat, he blends in with his targets.
Tightly clutching a stolen satchel, coins jingling inside between each step, each stride, adrenaline carried him through the winding streets of Helkano.
He grips the corner of an alleyway, dragging himself into the darkness. He held his breath. Stiffened. Listened.
It's quiet.
“Thank Saints,” he grinned.
The Meeting — “Ash & Sooth: The Oracle's Chamber”
- Format
- Cinematic dialogue script
- Length
- Cutscene, 6 pages
- Purpose
- Character chemistry and emotional tension
The first meeting between Samir and Ruhe — thief and oracle — balances humor, tension, and power dynamics. Dialogue-driven and performance-ready, it represents a playable cinematic moment within the game narrative.
ExcerptDownload script (PDF) →He fell silent. Crossing his arms, furrowing his eyebrows, twiddling between hell no and well, maybe… He huffed in defeat.
“I'm all ears.”
“Well, you're in luck!” Ruhe cheered. “If the legends are what brought you here, I'm sorry to say,” she sighed regretfully, “this book is useless without me. I'm the only one who can read it.”
Samir's face dropped.
The World — “Ash & Sooth: Game Design Bible”
- Format
- Narrative & gameplay documentation
- Length
- Design document, 7 pages
- Purpose
- Integration of story with gameplay systems, environment, and player experience
All eyes turn to the Royal Family of Kram as the sudden death of the King sparks the search for the prized Book of Sooth, the Oracle, and the thief who stole both of them.
This excerpt details the cooperative gameplay mechanics, character bios, and environmental worldbuilding that anchor Ash & Sooth in an interactive context.
Gameplay SynopsisDownload design doc (PDF) →In Ash and Sooth, the game opens with a playable premise where the player, starting as the thief, must move through the Royal Palace to find the Book of Sooth and attempt to steal it. As they navigate the guards and other obstacles, the player is caught in the attempt and taken to a holding cell to await punishment in the morning. This introduction is unique in that it defines success and failure in terms of the thief's true element — stealth — yet follows a linear progression that introduces the core elements of the story: the Book of Sooth, and the Oracle.
The core mechanic is cooperative combat, but in contrast to conventional action RPGs, Ash and Sooth balances the freedom to explore the world and its secrets against the more linear path of the narrative, at the player's own pace.
The setting spans the mountainous, snowy capital of Kram and the sandy port settlements of Iberis, in a fictional Renaissance-like era where magic has become limited to the hands of the wealthy. Kram draws on Elvish, Nordic, Greek, and loosely Islamic architecture; Iberis draws primarily on Islamic, Babylonian, and Greek, with deviations exploring Puebla and Mesa Verde influences.
The overall look aims for a fantastical, illustrated, heavily stylized aesthetic — combining 3D characteristics within an existing 2D space, similar to Hades (2018).
The Pitch — “Heartdecker”
- Format
- Series pitch, one-pager
- Status
- Original IP · published on WEBTOON CANVAS
- Purpose
- Positions the series in a sentence, then holds the whole arc on a single page
A comedic fantasy about curiosity, control, and friendship in a card-ruled kingdom where feelings decide the odds.
LoglineIn a world where feelings are regulated through twisted card-themed battles, a human girl named Valentine breaks the rules—with her fists.
It's a big ol' salad of Alice in Wonderland, Powerpuff Girls, and Cuphead, tossed with the emotional punch of Turning Red.


