
Game Writer & Narrative Designer
Narrative Designer and Game Writer responsible for quests in Neopets: Tales of Dacardia, Ashe Cove: A Merge Mystery, and various indie projects. Excels in character interactions, narrative documentation, plot planning, and worldbuilding.
Currently looking for work!
Good day, I'm Lawrence Marable. I began my career in Narrative Design and Game Writing back in 2018 and have been writing ever since, but I really started writing when I was in the 4th grade, writing Pokémon fanfictions. Then, various stick-figure comics about superheroes, fighters, explorers, and more.
My time on the playground was spent imagining and playing stories I crafted in my tiny little head. Things really changed when I became a Power Rangers fan; I took every Power Ranger toy and crafted only Shakespearean-level stories. The kind of stuff Homer would be jealous of.I've taken that same passion for storytelling all the way to where I am now, where crafting stories is not only my work but the second thing in my life that wakes me up. The first thing that wakes me up is my cat Ghostface begging for good. When I'm not working, you'll find me immersed in the world of horror and movies, or lost in the pages of a comic book, or looking at costly tokusatsu toys. I specifically need a job so I can afford more toys and comics.My recent work includes Neopets: Tales of Dacardia and Ashe Cove: A Merge Mystery

"Always with a bright smile and friendly demeanor, Lawrence illustrated considerable creativity and work ethic while assisting our lead writers on these projects. Between his affable nature and abundant talents, any studio would be lucky to add Lawrence to their Narrative Team!" — Dean Ravenola"Once of his strengths was in the receiving of feedback and in its application to the projects and tasks he worked on, giving us multiple iterations of his work and tasks once it was reviewed by his peers and supervisors. Overall, though, his greatest strength was in his sociability - he made efforts to get to know everyone on the team and wasn't afraid to reach out when something was needed! His friendliness and his outgoing personality made him an excellent addition to our team and studio culture." — Giuliana Morelli
Feel free to use this form to contact me in regards to any job offers, working together, or if you just want to talk about movies.bluesky: @projectmarbles
instagram: @projectmarbles
Janitor's Station—RPG MAKER 2025 GAME JAM
Love is a Deadly Game—Chapters: Interactive Stories
Confined to His Chaos—Chapters: Interactive Stories
Medicum Veloctic—Independent
Rainbow & Cheese Grits—Independent
& in the war i find you— Independent

Ashe Cove: A Merge Mystery is a mobile Merge2 game focused on Ivy Hawthorne who investigates the mysterious Ashe Cove to find her sister. In the 6th quest of the game, Ivy and her allies are trapped in one location and are forced to go over all the clues and data they got from the previous 5 quests. Narrative Designers wanted to ensure that the writing was not only fun and unique but also didn't overload the player with information they already knew.
I served as the narrative designer for the 6th quest. This key role involved summarizing the story from previous quests and shaping new narrative events, emphasizing my responsibility in crafting engaging storylines and character dynamics.I authored detailed narrative design documents that outlined the game's timeline and character relationships, demonstrating my commitment to clarity and supporting team collaboration for future content development.
The quest I worked on was well received by audiences, boosting app engagement by 25-30%. Fans enjoyed the slower pace and character interactions between the main cast as they played through the level. Many also appreciated the lore dumping, thanks to the long time between quest releases.

Neopets: Tales of Dacardia is a mobile game set in the famous IP, Neopets. With integration on the main site, the game placed the player in the role of the Town Planner, who works alongside Dacardian residents to restore the island by building structures and interacting with various characters.To keep Neopets: Tales of Dacardia constantly updated, narrative designers created new lore, characters, and quests to keep the app and its story fresh and invigorating for users.
As a new narrative designer, Lead Narrative designers tasked me with implementing written quests in the Unity Engine and writing multiple quests for use. To keep in line with the voice of Neopets, I studied its lore to the best of my ability and familiarized myself with the main cast of Tales of Dacardia. Then, with the assistance of the Lead Narrative Designers, whom I was helping with their various tasks, we developed the new 25th Anniversary Aisha character to celebrate the site's 25th anniversary.After designing the character, I wrote and implemented a special event that introduced the 25th Anniversary Aisha to Dacardia and made them a permanent resident in the world with a unique personality to entice players to purchase her using the in-game microtransactions.I was also responsible for implementing the Cybunny questline, the 2024 Halloween Event, the 2024 Winter Event, and the 2025 Lunar New Year Event. I also wrote another quest before leaving the studio, which is currently unpublished and under strict NDA.
The 25th Anniversary Aisha was a significant success amongst Neopets fans. A fact I learned at the 25th Anniversary Live-Event, where I got to discuss Aisha with fans. Aisha had a positive sales percentage (roughly a 30% increase in sales), and player engagement increased by around 45% with each update added to the game.Below is the 25th Anniversary Aisha and the Cybunny Questline quest recorded by Positive Pink Peach.

RPG Maker Horror Game Jam #9: School of Dark Arts began on March 20th, 2025, and ran until April 29th, 2025. The criteria called for a horror game set in an academic setting. Entrants have one month to create a game using the RPG Maker Engine.With a team of 2 writers, including myself, a programmer, and an artist, the plan was to create Crimson Oath, a short RPG horror game centered on the protagonist and player committing acts of violence to defeat a much larger demonic threat.
As Lead Narrative Designer, I was responsible for creating and connecting the narrative to game events, designing encounters, and leading the other writers on side-quest design and implementation. I also managed narrative documentation outlining the game's sequences, mission details, and NPC bark dialogue. As Lead, I prioritized meeting the vertical slice deadline to ensure project success and secure full marks in the Game Jam.To keep in theme with the game, the team and I made various balancing and narrative decisions, such as adjusting EXP values, to influence player choices and promote immersion. This included lessening the EXP gained from slaying the "rabbit" enemy and multiplying the EXP gained from slaying fellow students, demonstrating strategic design aimed at guiding player behavior.
A panel judged the Game Jam, and Crimson Oath placed 6th, earning high marks for "Creativity" and "Theme."The itch metrics confirm that at least 100 people have played the game, whether through browser play or downloads.Samples of documentation can be be found here:Screenplay Sample
Bark Dialogue Sample

Feeling rusty with my Twine skills, I put together a short showcase of where I am as a Twine Designer. Taking my love for comic books and my love of management games, I combined the two to create The Hero of Dekker City, a project all about managing stats and choices as a superhero.I wanted to showcase my design skills, my understanding of HTML, and my branching-narrative design by making the game not only visually appealing but also have choices affect the ending. That became my mission with this project.
As the sole developer, writer, and designer, I was in charge of creating everything from the ground up (open-source libraries graciously provided art and music). I wrote the 75,000 words involved in the project, designed every branch and every ending, which there are six+ of. Each choice affected one of the three primary stats, so I was also responsible for the intricate balancing process to ensure the game accurately reflected the player's playstyle.The result is a quick but fun demo that showcases what it means to be a superhero and the stress that comes with it as players balance the ins and outs of their character's life.
The Hero of Dekker City achieved 200 plays on itch.io and over 600 views.