olivia is a writer, narrative designer, voice director, and artist.

I do the interactive media thing!

welcome to my website :)

published projects

ASSASSIN’S CREED: VALHALLA

 

In Assassin’s Creed: Valhalla, Olivia wrote the main storyline of the Grantebridgeshire territory. Players ally with a local Jarl to reclaim her home, and discover who amongst her inner circle betrayed her by giving up Grantebridge’s secrets. Using branching gameplay and dialogue systems that track the player’s investigation, players will bond with their fellow vikings, discover their motives, and have a first taste of what it means to lead and live with vikings and Danes.

Olivia also recorded placeholder dialogue for the main character Eivor during production

gameplay

Spoilers ahead :)

FAR CRY: NEW DAWN

A direct sequel to Far Cry 5, Far Cry: New Dawn is set in the colourful irradiated ruins of Hope County, Montana. Players find themselves in need of a team to help them survive the harsh inhabitants of this changed world. Enter Nana, one of the game’s charismatic Guns For Hire (GFHs) created and written by Olivia. A wizened former extreme tourism guide, Nana gladly takes on a nurturing maternal role, while at the same time catching people off-guard with the most delightfully filthy jokes you can imagine. Olivia also wrote some main missions for New Dawn and the in-game barks for the Highwaymen, giving the game’s antagonists a unique and chaotic voice only fitting for the setting.

Olivia also went on press tour to Sao Paulo, New York, and San Francisco to promote the game and speak to games journalists from around the world.

mission and dialogue

press tour

FAR CRY 5

In Far Cry 5, the player enters the secluded community of Hope County that has been taken over by a deadly cult. Olivia populated the vast and acclaimed open world by writing the dialogue for open world NPCs, comedic descriptions for items, vehicles, and characters, as well as dialogue for Easter eggs, specifically all the ringing phones in Faith’s region. She also recorded placeholder dialogue for NPCs.

open world dialogue and item descriptions

ASSASSIN’S CREED: ODYSSEY

 

In Assassin’s Creed: Odyssey, Olivia wrote for content in the Corinth region and created narrative design prototypes for the Symposium drunken singing mechanic, which eventually evolved to become the prototype for the flytings (otherwise known as viking rap battles) in Assassin’s Creed: Valhalla. She also recorded all of the main character Kassandra’s dialogue as placeholder during pre-production and part of production.