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Work

Production

These are projects for which we’ve contributed writing, worldbuilding, character development, and editing, which can be found, playable, in the game.

Key Art for Invinicble Presents: Atom Eve. Atom Eve flies over water, a skyline in the background, the game logo to her right.

Invincible Presents: Atom Eve

Jill Murray provided Creative Direction and Narrative Direction, and our frequent collaborator, Mary Arroz wrote, resulting true character voices and sharp comedy for this VN-RPG turn-based hit.
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"Date More Weapons" hero image for Boyfriend Dungeon DLC, shows BFD characters lined up against a pink background

Boyfriend Dungeon DLC

In this branching narrative romance Jill got to explore her big feelings about skating and sewing, making the character of Leah the Hammer more personal than one might expect!
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The Big Con promo image, shows Ali and Ted standing beneath the game wordmark, and beneath them, a collection of characters from the game.

The Big Con

We provided design direction, creating narrative loops, turning the idea of conning into a repeatable action, and crafting plot and structure for the game that endured throughout production.
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Subnautica: Below Zero

Joining production once environments and character models were already built, and the story direction was already set, we helped get narrative tools on track, hired two brilliant writers, and got the entire script written in…
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Shadow of the Tomb Raider hero image, shows the title of the game, and Lara Croft, in a tree, holding a big knife, silhouetted against an eclipse in the background

Shadow of the Tomb Raider

Jill Murray joined the team late in production with major assets built and levels designed, and participated in streamlining the cast list and story structure, before proceeding to write all main story cinematics…
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Long Story

We had a blast hashing out story ideas and writing for a couple of episodes of this heartwarming middle-grade dating sim, along with the remote team at Bloom Digital.
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Lawbreakers

We assembled a small team of writers to tackle character development and dialogue for Bosskey Production’s multiplayer first-person shooter, set in a low-gravity future.
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Mainlining

Jill Murray was hired to edit existing writing, and complete the bulk of the writing on the story for this nostalgic early-2000s point-and-click adventure
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Time Machine VR

We lent story, character, and dialogue development to a game whose design, art, structure, and environments were already well in progress for this at once post-apocalyptic and pre-historic adventure.
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Fated key art

Fated

Set in the mythical age of Vikings, FATED: The Silent Oath tells a tale of courage and sacrifice. Joining late in production, we provided story development and scriptwriting.
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Moon Hunters Key Art

Moon Hunters

We developed characters, and self-contained branching stories and dialogue, inspired by mythology, that could be procedurally called by the greater Moon Hunters system.
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Consultation & Editing

These are projects for which we’ve helped teams brainstorm, hire, ideate, collect and consider feedback, and act as a sounding board for plot and structural issues.

screenshot from été, shows a young woman on a white, blank page background, standing on a ghostly balcony looking into an increasinlgly painted-in Montreal alleyway full of trees and hanging laundry in the summer.

été

For this joyous creative ode to Montreal in the summer, we provided narrative consultation from the early stages of the project, through every iteration.
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Later Daters

For Later Daters, we did the smallest amount of consulting, floating a disruptive story idea that spawned the idea for a single out-of-this-world episode. (We’ll let you play and guess which one.)
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Eden Rising

Discoglobe Interactive was hired to consult on names and story explanations for in game elements and mechanics.
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Starlink: Battle For Atlas

Jill Murray was summoned to Toronto by lead writer Josh Mohan, to collaborate intensively for three weeks, with a tight-knit group of narrative designers and writers, on a challenging worldbuilding mission. Planets, flora, and fauna…
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Team Projects

Projects our team members have collaborated on, outside of Discoglobe Interactive.

Your Shape Fitness Evolved 2012 Basic Crunch screenshot

Your Shape: Fitness Evolved 2012

Your Shape: Fitness Evolved 2012 was Jill Murray’s first writing job in the games industry. She joined the team at Ubisoft Montreal in April 2011 to help complete the game prior to shipping.
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Assassin's Creed III: Liberation Remastered Hero Image shows protagonist aveline against a hazy backgdrop of 18th C New Orleans port skyline

Assassin’s Creed III: Liberation

Jill Murray joined Richard Farrese as co-lead writer to craft the story with the team at Ubisoft Sofia, and co-write the full game, including all cinematics, gameplay dialogue, and barks. WGA Award Winner for 2013.
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Assassin's Creed IV Black Flag hero image, depicts Edward glowering with blades, before a mountain range, for some reason

Assassin’s Creed IV: Black Flag

Jill Murray jumped in during the final year of production to write for all of the side content, multiplayer, and dlc, working with three studios, and participating in media demos at events like E3.
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Assassin’s Creed Syndicate

Credited as Special Thanks. Jill Murray developed characters and settings, narrative mechanics, hired team members, participated in editorial and team leadership activities, created schedules and planning, coordinated work and provided feedback.
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