Emma Alpert

Aspiring Game Writer / Narrative Designer

Rising senior at Worcester Polytechnic Institute, studying Interactive Media and Game Development (IMGD) on a Bachelor of Arts track with a Concentration in Writing.Experience with...

  • Character Development

  • Interactive Narrative

  • Worldbuilding

  • Dialogue Writing

  • Quest Design

  • Lore Writing

  • Iterative Game Development Process

  • Project Management

For more detail on my skills and experience, click the button below!

* NO A.I. - No section, portion, or excerpt of this work may be used to train artificial intelligence and/or LLMs without explicit written consent from the author. Similarly, no A.I. was used to write or create any portion of the text found in this portfolio.
© 2026 Emma Alpert. All rights reserved.

Skills + Experience

Skills

Technical:

  • ink (interactive narrative)

  • Godot

  • Communication/Social Media: Slack, Discord, Teams, Zoom, Instagram

  • Google Suite (Docs, Slides, Sheets, etc.)

  • Microsoft Office (Outlook, Word, Powerpoint, Excel, etc.)

  • Organizational: Notion, Trello, Miro

  • Canva

Other:

  • Languages: English (native), Spanish (intermediate)

  • Strong writing, revising, and proofreading

  • Project management

  • Teamwork + collaboration

  • Attention to detail

  • Communication

  • Leadership


Relevant Coursework

  • Writing Characters for Interactive Media and Games

  • Narrative Design for Interactive Media and Games

  • Advanced Creative Writing: Fiction

  • Storytelling in Interactive Media and Games

  • The Game Development Process

  • Creative Writing: Fiction

  • Social Issues in Interactive Media and Games

  • Critical Studies of Interactive Media and Games

Resume


Project Experience

Co-Producer - Gompelope's Grand Ghostly Garden Games
> As one of two "puppet masters", I led a class of 23 students in the creation of a small-scale alternate reality game (ARG), which ran for a week on our college campus. I ensured that each of the four sub-teams (art, writing, puzzles, and tech) were communicating and staying on track with the production schedule.


Producer, Writer, and Level Designer - Goodbye, World!
> In a team of four, I helped create a prototype of a game concept for a term-long class project. In collaboration with our artist, I developed two characters for our game. I also wrote dialogue and narration, and laid out the environment using a tilemap in Godot. As the producer, I ensured the team was meeting deadlines and communicating effectively.


Interactive Qualifying Project (IQP) - Assessing the Community Impact of Theater Alliance
> Alongside three fellow WPI students, I worked on a 15-week social science research project to assess the community impact of Theater Alliance, a non-profit theater organization located in Washington, D.C., that is dedicated to producing socially conscious and thought-provoking work. This project consisted of a 7-week preliminary research period, and an 8-week period onsite in Washington, D.C.
> Our final report can be found here, and it is also located in the academic writing section of my portfolio.


Writer - Various Collaborative Projects
> Over the years, I've created many stories with friends and family. From long-running Dungeons and Dragons campaigns to elaborate murder mysteries, I've worked with teams of up to 30 individuals to write memorable, detailed, character-driven narratives.

* NO A.I. - No section, portion, or excerpt of this work may be used to train artificial intelligence and/or LLMs without explicit written consent from the author. Similarly, no A.I. was used to write or create any portion of the text found in this portfolio.
© 2026 Emma Alpert. All rights reserved.

Character Profiles

"Verdict" (she/her), 26 y/o

  • Summary: The desert’s newest and most mysterious vigilante, “Verdict” is hiding the fact that a dream spirit lives in her head.

  • Backstory: After getting lost in the desert as a child, Verdict met and became soul-bound to a benevolent dream spirit. In exchange for saving her life, she would have to uphold her end of the deal: using her second chance to bring justice to the world.

  • Voice line: “And where exactly do you think you’re goin’? You really don’t want me to have to intervene, do ya?”

  • Details: Her favorite food is her mother’s chili, she always makes a point to return home for it. Despite having a very hands-on job, her nails are always painted.

  • Instability: The dream spirit feels the need to comment on every little thing that Verdict does, so she hardly ever gets a moment of peace (or true alone time).


Serafine "Sera" Rosales (she/they), 24 y/o

  • Summary: An energetic up-and-coming guitarist with a big heart, Sera radiates passion in each and every performance.

  • Backstory: Sera's band recently broke up after its lead singer made the decision to go solo after a video of hers went unexpectedly viral online. With the rest of the band going their separate ways, Sera must now navigate the life of a solo artist- and for them, that looks like following in the singer's footsteps... or at least trying to.

  • Voice line: "Oh my god, I love your sound! We'll have to jam together some time, yeah?"

  • Details: Likes to make their own jewelry, and often does so to commemorate meaningful experiences. Really enjoys sour candy.

  • Instability: Sera finds herself torn between being her authentic self and putting on a persona to seem more likeable, thinking that will help her gain traction online.


Avalon Kadlecová (she/her), 20 y/o

  • Summary: A half-elf sword-wielding wizard who would much rather spend her time doing literally anything else than dealing with the stuffiness of her noble family.

  • Backstory: Two years ago, Avalon woke up in the woods, missing her right eye, with no recollection of how it happened. Not knowing this part of her own past is deeply troubling, so now she devotes herself to finding out the truth behind who (or what) did this to her.

  • Voice line: “Ugh, whatever this is, it better be interesting.”

  • Details: Occasionally talks to her swords as if they were people. Wears earrings that look to be made of real flowers.

  • Instability: Avalon worries about the possibility of never finding out what happened, and frequently gets worked up over what evils her eye could be being used for without her knowledge.

^ Image Credit to DollDivine Vintage Western Maker ^


^ Image Credit to Makowka's Picrew ^


^ Image Credit to Panqueque's Picrew ^

* NO A.I. - No section, portion, or excerpt of this work may be used to train artificial intelligence and/or LLMs without explicit written consent from the author. Similarly, no A.I. was used to write or create any portion of the text found in this portfolio.
© 2026 Emma Alpert. All rights reserved.

World and Setting


The Azarran Expanse ( Fantasy / Western / Desert )

Setting Summary:

The Azarran Expanse is a desert nation with a wide variety of dangers, from sandstorms to the terrifying creatures that wander the dunes. It’s the shortest, yet riskiest path between the two nations that lie on either side of it. Are you willing to brave the Expanse?

Setting & Premise Description:

Said to be a region created by the god of fire, Azar, the Azarran Expanse is a dry and desolate desert. With only two small oases in the south, it’s difficult to sustain life out here. The Expanse is home to a number of dangers, including cactus dryads, giant scorpions, and intense mirages that are said to rival a siren’s song.The Azarran Expanse, to many, isn’t a place you’d want to visit. However, the Expanse is wedged between two other nations, Port Cielia (to the west) and the kingdom of Soralya (to the east), meaning that cutting through the Expanse is the fastest option for travelers who don’t want to journey all the way around. Locals from Heliodora Village offer their guidance to those who travel through the region, being the only people who know the true dangers of the Expanse. Most travelers know to stay hydrated and to mitigate the heat, but only the locals know the signs of an oncoming sandstorm or the familiar rumbling of a sand worm about to surface. Don’t forget about the living sand dunes that’ll swallow you whole! As guides, Heliodoran locals are often given goods or gold for their aid through the hazardous Expanse. Additionally, the Expanse is rich with minerals, providing the locals with something extra to trade and/or sell to those that pass through the nation.Lately, though, the Azarran Expanse has become a hotbed for those trying to outrun the law. Whether thieves or pirates who got caught stealing from Port Cielia, or corrupt mercenaries on the run from Soralya, these criminals have come to realize they’d rather face the desert than potential jail time. Between the Port’s upcoming festival and a recent assassination attempt on Soralya’s king, neither nation has spare guards to send chasing into the Expanse after these ruffians. With an influx of evildoers entering the region, the people of Heliodora Village are worrying for their own safety. Scouts from the village have reported that the criminals have set up a camp in Torchlight Mesa, banding together under a new name - the Cinders.When evidence surfaces of a dastardly plot by the Cinders to turn Heliodora Village into a smuggling center, some gunslinging and magic-wielding Heliodoran vigilantes emerge, seeking to protect their beloved home. As tensions mount, life in the Azarran Expanse grows more uncertain than ever before.

Regions:

  • Azar’s Flats: The desert sands that make up most of The Expanse. Contains a multitude of dangers- watch out for the dust storms and sand worms! Not for the faint of heart.

  • Torchlight Mesa: Red rocky outcroppings, with numerous caves tucked away at the bases of these steep cliffs. Recently, outlaws calling themselves the Cinders have set up camp here.

  • Heliodora Village: Named after the sun goddess, Helia, this is the only settlement in The Expanse that you’ll find on a map. Looks like a town straight out of the Wild West. Known for its kindness and work ethic.

  • Azar’s Peaks: A number of small volcanoes home to magma elementals. According to ancient legend, Azar himself may dwell within the tallest volcano. There’s no telling when they might erupt next.

Some Quest Hooks:

Overall:

  • An archaeology team found ancient weapons buried throughout the region, inscribed with symbols of long-forgotten heroes

  • A small band of criminals is making their way towards Heliodora Village

Azar's Flats:

  • A family of giant scorpions has been spotted roaming the region

  • Mirages are beckoning people into the sands

Torchlight Mesa:

  • There are whispers that the criminal camp is performing a dark ritual

Heliodora Village:

  • There are rumors that the tavern is going to be robbed soon

  • Mysterious vigilantes have emerged, and no one knows who they are

Azar's Peaks:

  • Someone claims to have spotted Azar standing atop one of the volcanoes

  • A young dragon flies over the Peaks at night

* NO A.I. - No section, portion, or excerpt of this work may be used to train artificial intelligence and/or LLMs without explicit written consent from the author. Similarly, no A.I. was used to write or create any portion of the text found in this portfolio.
© 2026 Emma Alpert. All rights reserved.

Interactive Narrative

A Sharp Start [scripted in ink]

Description: In this short interactive narrative, you play as an adventurer traveling through a desert. You're looking for somewhere to turn in for the night, but you're quickly stopped by Verdict, who tells you that you cannot bring your weapon inside unless you prove your trustworthiness.
> Note: more info on Verdict can be found in my character profiles section!

* NO A.I. - No section, portion, or excerpt of this work may be used to train artificial intelligence and/or LLMs without explicit written consent from the author. Similarly, no A.I. was used to write or create any portion of the text found in this portfolio.
© 2026 Emma Alpert. All rights reserved.

Dialogue and Barks

Barks - Avalon Kadlecová

Description: A table of character barks based off of actions a player might take in a strategy game or MOBA. Contains the action performed to trigger the bark, the dialogue line, vocal direction/tone, and other notes (when necessary).
> Note: For more information about Avalon, check out my character profiles page!

Bark TypeBark LineDirectionAdditional Notes
EntryYes, yes, I'm Avalon, Lady Alina's daughter. No need to dwell on it.AnnoyedAlina: (UH-lee-nuh)
EntryAvalon here. I'll make short work of this, don't worry.Arrogant 
EntryMy swords are as sharp as my tongue... which is to say quite sharp.Playful/Arrogant 
SelectionReady.Respectful 
SelectionUgh, what now?Annoyed 
SelectionThis better be interesting.Bored 
SelectionWhat?Annoyed 
SelectionFinally! Was getting tired of waiting around.Relieved 
SelectionOh, me? Fine.Begrudgingly 
Order confirmationHeard.Decisive 
Order confirmationI guess.Sarcastic, draw out 'guess' 
Order confirmationSure! Beats standing around anyway.Playful 
Order confirmationIf I must.Annoyed 
Order confirmationYeah, yeah, I got it.Begrudgingly 
Order confirmationUgh, who are you, my mom? ...Fine, I'll do it.Teasing/Begrudgingly 
Use special abilityBoring!Shouting/TeasingDraw out 'o' (boooring)
Use special abilityFireball! <laughs> ...What, didn't see that coming?Shouting/Teasing 
Use special abilityMeet my blades!Shouting 
Use special abilityLightning!Shouting 
Enter combatBlades drawn, time to use 'em!Proud 
Enter combatPreparing spells- we don't have much time!Alert 
Enter combatEnemies? <sigh> Alright, playtime's over.Decisive 
Enter combatEnemies? Ugh, don't they know who I am?Mocking 
Enter combatA fight? Hah, this will be over soon enough!Arrogant 
Low health<grunts> I could use some help over here!Frustrated 
Low health<grunts> Some healing would be nice, you know!Frantic/Frustrated 
Low healthUgh, f***, that hurt. Help, please?AngryCuss word whispered
Low healthAny healers around? I'm hurt.Inquisitive 
DeathSo much for the family legacy...Sarcastic 
DeathA real disappointment, aren't I?Coldly 
DeathFinally met my match.Dumbfounded, out of breath 
Death<cries out in pain, gasps> Why... me...Out of breath, whispered 

* NO A.I. - No section, portion, or excerpt of this work may be used to train artificial intelligence and/or LLMs without explicit written consent from the author. Similarly, no A.I. was used to write or create any portion of the text found in this portfolio.
© 2026 Emma Alpert. All rights reserved.

Environmental and Items

Lore Journals - Researcher's Notes

Description: A series of seven journal entries that players could find and read in game, in any order. Information is revealed in each entry, and putting the entries together reveals the full story. I've put them in chronological order here, but feel free to read them in whichever order you please!Summary: As rumors of sightings of new, terrifying sea monsters in the Northern Sea spread across Port Cielia, one brave researcher and their crew travel to the Northern Sea to determine fact from fiction. Will they discover the truth? And if they do, will they make it out with their lives?

1 - Fact vs. Fiction:
One of the fishing boats got back later than expected last night. The crew seemed uneasy- some yelled at the captain to demand time off. As expected, rumors are spreading, but I admit that even I am quite interested in the subject of discussion. Jaina said she heard the captain mutter something about an “it”, and whatever “it” is was enough to make even him nervous. Allegedly, “it” darted through the waves faster than anything he’d seen before.
Then again, it’s been quite some time since I’ve seen him without a cup of grog in hand. Perhaps the drinking is getting to him.But if not… The possibility is so grand.
- k.h.

2 - Assembling a Crew:
It seems Jaina doesn’t know how to keep her mouth shut. I told her that I want to go after what the Captain saw, and now half the Port thinks I’m crazy. I suppose I should be thanking her, too, though- all this attention got me a few curious souls to take with me on this expedition.
I’ll be placing the rest of my notes inside empty rum bottles for preservation. I will not have my documentation rendered unreadable should anything happen during our journey.We’ll be leaving the Port at dawn. I can only hope our efforts bear fruit.
- k.h.

3 - Setting Sail:
My Our journey begins today. It’s been a few hours, and thus far we’ve seen little more than harmless fish and a few sharks. The sharks do not worry me in the way that they worry Liliana. I know they won’t attack an entire boat. She’s always been a baby about this kind of thing.
As we go further out into the Northern Sea, the waves are getting more intense. The boat is rocking in a way that makes it difficult to write neatly, but I do not mind. The struggle is worth it for maintaining precise notes. I trust that the end result will be worth it, too.
- k.h.

4 - Sightings and Sanity:
It is the evening now, and I finally have something interesting to write. I finally saw it, I think. It was hard to make out any defining features, with the clouds blocking any moonlight, but the way in which it moved… it was unsettling. If this is what the others had seen, I now understand. It seemed to blend with the waves, twisting in what I can only assume to be a sort of camouflage attempt. Perhaps it thinks it can hide from me forever.
None of my crewmates claim to have seen it. I do not know if they are lying or if their eyes are simply getting worse. No matter. I know I saw it.
- k.h.

5 - Frustrations:
The crew is growing tired of this. I suspect they’re growing tired of me, too. They keep calling it pointless, but I can see the fear in their eyes. I don’t know why they’re scared- this is science. We’re on the cusp of discovering something extraordinary, I can feel it. They keep asking to go home. I refuse to do so empty-handed.
I will not have my name, my reputation, become synonymous with ‘fool’. My life will amount to something. It has to. I refuse to even entertain the notion that I’ve come all this way for it to amount to nothing.Tomorrow will be better. It must be.
- k.h.

6 - Clear Night:
I keep hearing splashing around us, though whenever I peer over the side of the boat there’s nothing there. Liliana is hearing it too- I’m not crazy.
An update- we’ve seen it. All of us have. It has to be at least double the length of our boat. I estimate it to be no smaller than fifty feet, and yet it moves with an ungodly speed. It keeps circling our boat.My stomach is churning, and I know not if it is from seasickness or the nervousness I feel around it, with its gargantuan size. I must put it aside for the sake of discovery.
- k.h.

7 - Some Things Are Better Left Unseen:
It won’t leave! We’ve tried throwing food overboard to distract it, but it’s no use. It seems hellbent on staying right by our vessel.
In case I don’t make it back, name it after me. This is my discovery. No one else’s.[Below these words is a hasty sketch of “it”. It’s a huge, monstrous creature, with long tendril-like fins and a number of spikes along its back. Notably, it does not seem to have eyes.][The next words are in shakier handwriting.]
I don’t know if we’re making it back        It hit the boat
My name is Kamryn Herrera. And this is my legacy
I don’t regret a thing.

* NO A.I. - No section, portion, or excerpt of this work may be used to train artificial intelligence and/or LLMs without explicit written consent from the author. Similarly, no A.I. was used to write or create any portion of the text found in this portfolio.
© 2026 Emma Alpert. All rights reserved.

Academic Writing


Interactive Qualifying Project (IQP) Final Report (85 pgs)

Interactive Qualifying Project (IQP) - Assessing the Community Impact of Theater Alliance
> Project Description: Alongside three fellow WPI students, I worked on a 15-week social science research project to assess the community impact of Theater Alliance, a non-profit theater organization located in Washington, D.C., that is dedicated to producing socially conscious and thought-provoking work. This project consisted of a 7-week preliminary research period, and an 8-week period onsite in Washington, D.C., culminating in a final report detailing our research and our on-site work.
> Document Description: This report consists of the following sections: abstract, executive summary, introduction, literature review (background research), methodology, findings, conclusion, references, and appendices.


Media Analysis - Get Out (6 pgs)

A Picture is Worth a Thousand Words: A Look into Themes in Get Out (dir. Peele, 2017)
> Description: This essay explores the meaning behind the series of grayscale photos shown at the beginning of Get Out, and how each photo foreshadows the film's themes.
> Note: Spoilers ahead!


Game Analysis - Wanderstop (2 pgs)

Wanderstop Analysis - Story Structure and Design Choices
> Description: As part of my Storytelling in Interactive Media and Games class, I played Wanderstop (Ivy Road, Annapurna Interactive) to examine how the game showcases different story structures, specifically those detailed in Jane Alison's Meander Spiral Explode: Design and Pattern in Narrative. I also examined whether a few in-game moments exemplify or subvert beats of the traditional hero's journey (Freytag's pyramid), and analyzed the impact of a non-playable character (NPC) of my choosing. Finally, I expressed my thoughts on how Wanderstop critiques contemporary game design.
> Note: Spoilers ahead!

Part One: Story Structures
The first story structure found in Wanderstop is the wavelet. Wavelets are a smaller version of Freytag’s pyramid (traditional wave structure). Wavelets are shorter, self-contained stories that may or may not tie into the larger narrative. In Wanderstop, each customer’s arc is a wavelet, especially unnamed customers like the injured customer or the bat-person. We meet them, talk, make them tea, and then they leave or go silent. Each customer’s story is separate and unique, yet they all have an effect on the overarching narrative.
The second story structure found in Wanderstop is the wave. The wave is the most common story structure, consisting of exposition, rising action, climax, falling action, and a denouement or resolution. In Wanderstop, Alta’s journey is a wave. The game opens with a series of expositional cutscenes that explain to us who Alta is and the events that led to her arrival at the tea shop. The majority of the game is the rising action. The climax is the scene in the woods with Monster - the true turning point for Alta. The game then goes through the falling action and resolution, wrapping up the story as Alta has now changed for the better.The third story structure found in Wanderstop is the fractal. The fractal structure involves patterns, which are repeated in varying sizes and ways throughout a narrative. In Wanderstop, the changing of seasons repeats several patterns in the game, though the times at which these patterns occur can change. For example, in each season, the customers will eventually go silent, but in the brief foggy season after Alta remembers what happened with Master Winters, it takes only a few minutes for the customers to go silent. These repetitions and patterns serve the larger narrative, pointing out that we can get trapped in rough cycles if we don’t take care of ourselves.

Part Two - The Hero's Journey

MomentBeat of the Hero's JourneyAnalysis
Alta faces an alternate version of herself in the woods, which is later revealed to be a manifestation of her inner workings.Tests, Allies, and EnemiesI think this exemplifies and subverts this step of the Hero’s Journey. To Alta, she is facing off against someone who is forcing her to take certain actions - definitely an enemy. However, because this is later revealed to be Alta, it’s a subversion in that she is fighting against herself rather than some external force.
Alta becomes unable to carry her sword, and must rest at the tea shop in the clearing.Crossing the ThresholdThis exemplifies the Hero’s Journey. Alta is crossing into a new world (The Clearing), and she learns of the peculiar effects of the woods. When she tries to leave the tea shop, she faints in the woods again and is once more brought back. She cannot return to the ordinary world, even though she wants to.
Alta is able to carry her sword once more after rescuing Monster, and is ready to leave the tea shop and the woods.Return with the ElixirThis is a subversion of the Hero’s Journey, because we never see what happens to Alta after she leaves. In the game’s closing dialogue, the player has the option to pick whether Alta will return to fighting or pursue some other path. Regardless of the option chosen, the game ends before we see the outcome. We don’t know if Alta returns to her home (the ordinary world) or not.

Part Three: NPC Impact
Ren is a warrior, like Alta, and he’s heard of her, getting excited when he realizes he’s finally meeting a legend. Ren’s character is a mirror to Alta’s - he wants to learn by sparring with her, as she wanted to learn from Master Winters. However, unlike Alta, Ren recognizes the importance of rest and taking breaks. When Alta asks him questions, he takes a moment to meditate on them, being attuned with his mental fortitude rather than only focusing on physical strength as Alta had done for so long.
Ren is in the game to serve as an example of the dangers of pushing oneself too far. When Ren leaves the clearing, he later returns, missing an arm. He is quieter now, far less proud than he was at first, admitting that he got sloppy - the very same excuse we hear in the game’s opening cutscene when Alta loses her first fight.Ren first requests tea that evokes passion- his and Alta’s main virtue. His second request is called Silver Moonlight Tea, which is said to have a calming effect. If Alta drinks it, however, she says it’s the worst drink she’s ever had. This is another example of how Alta is not in touch with her mental well-being, while Ren is - the tea is disgusting to her, but pleasing to him. Before Ren leaves for good, he leaves his warrior’s mask with Alta, placing it next to her sword - two reminders of fallen fighters. Ren appears fairly early in the game (the first changed season), and because of his function as a direct mirror to Alta, she is forced to realize how dangerous it could be if she continues to push herself.

Part Four: Contemporary Game Design
Wanderstop reminds us through its unique structure that we should enjoy the entirety of a game, and not fall victim to the grind that several contemporary games have. Something in Wanderstop that stood out to me as a fan of restaurant sims was that there was no time limit. You could wait as long as you wanted before talking to a customer or giving them tea, and you aren’t penalized for getting an order wrong. Wanderstop can be taken at whatever pace you want, and there’s no clock to punch or speed to achieve. Additionally, achievements in Wanderstop are random. This was odd to me at first. Achievements are usually milestones of significant progression and are something to work towards, but Wanderstop’s achievements are awarded simply for playing. This goes against the completionist spirit found in several other games that can take hundreds of hours to unlock everything. This aligns with Alta’s story, too - we don’t need to push ourselves so hard. However, Wanderstop cements itself as a cozy game, which is a genre notable for exactly that - being cozy, casual, and relaxing. For that reason, it’s hard to say whether it’s pointing out flaws in game design, or if it’s just doing its job as a cozy game. Overall, Wanderstop was a unique game and it was nice to sit down and enjoy a game without having to worry about how good my armor is or how much gold I have – I could enjoy the game itself without worrying about how fast I was (or wasn't) progressing through it.

* NO A.I. - No section, portion, or excerpt of this work may be used to train artificial intelligence and/or LLMs without explicit written consent from the author. Similarly, no A.I. was used to write or create any portion of the text found in this portfolio.
© 2026 Emma Alpert. All rights reserved.