Production
These are projects for which we’ve contributed writing, worldbuilding, character development, and editing, which can be found, playable, in the game.
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.
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!
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.
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…
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…
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.
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.
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
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.
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.
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.
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.
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.
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.)
Eden Rising
Discoglobe Interactive was hired to consult on names and story explanations for in game elements and mechanics.
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…
Cree Syllabics VR Project
We provided editing assistance for this VR educational project for James Bay communities.
Team Projects
Projects our team members have collaborated on, outside of Discoglobe Interactive.
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.
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.
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.
Assassin’s Creed Freedom Cry
Jill Murray developed the story with the team at Ubisoft Quebec, wrote all content, and managed writers at external studios.
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.