James (Jay) Howell

Narrative Designer | Video Game Content Writer | Narrative & Localization Producer | Making sure that user experience and story pack the same punch!

Bellevue, Washington, United States

About

Video Game Content Writer, Narrative Designer, Narrative and Localization Producer, Poet based in Bellevue, WA—Batman: Arkham Shadow, Marvel’s Iron Man VR, Metal Gear Solid 4, Metal Gear Solid 2: Digital Graphic Novel, Transformers: Heavy Metal, République, and République VR. Expert writer of voice scripts, ADR, voice recordings, and UI copy. Master’s in English, emphasis on Poetry. Poems have appeared in various publications through Liverpool University Press, Clemson Review Press, and Texas Review Press.

Experience

  • Meta (Seattle, Washington, United States)
    • Senior Writer and Narrative Consultant (Sanzaru Games)
      Apr 2025 - Present · 1 yr 3 mos

      Brainstormed, pitched, and refined an expansive story in a much-loved superhero IP. Worked with directors to align the game's vision with the publisher's and IP licensor's priorities. Pitched narrative frameworks for missions, cinematics, and sidequests. Wrote scripts for missions, cinematics, and sidequests. Collaborated with designers and artists to align the story with design necessities.

    • Writer and Narrative Designer for Batman: Arkham Shadow (Camouflaj)
      Dec 2023 - Mar 2025 · 1 yr 4 mos

      Pitched, planned, and wrote Arkham Shadow’s GOTY-winning campaign narrative. Developed several different modes of VO delivery to give life to Gotham. Worked closely with level designers to implement narrative pacing (including VO timing) around combat encounters and different player behaviors. Created narrative frameworks for all set-pieces to support plot and character development at all times. Co-produced dozens of VO sessions, including session prep, in-session performance support, and audio delivery. Drove high-quality VO implementation during the game’s launch and through four post-launch patches. Advised artists and designers on the Arkham IP for worldbuilding and lore fidelity.

  • Narrative Consultant at Deltahead LLC
    Jan 2020 - Present · 6 yrs 6 mos

    As a freelance narrative consultant, I provide narrative design and writing for video game projects. I ground my work in player experience pillars, the game's placement in its market and genre, IP needs, and client feedback. Detailed, deep research is a priority. Recent clients include Endeavor One in Seattle, WA, and Meta (Camouflaj) in Bellevue, WA.

  • Very Very Spaceship (Seattle, Washington, United States)
    • Narrative Designer, Game Designer II
      Jun 2022 - Apr 2023 · 11 mos

      Working alongside Niantic on a major IP, I designed unreleased features for Pokémon Go. My Narrative and Game Design skills combined to clear several quality bars at once — reflecting the IP's values, appealing to legacy players, and drawing new players. I also extended my expertise to the studio at large. I took initiative to create an engaging educational program about the IP's history, values, and creative priorities. Working with the studio Directors, I presented this to our designers and artists so we could exceed the expectations of external stakeholders.

    • Narrative Designer, Content Designer
      Nov 2021 - Apr 2023 · 1 yr 6 mos

      For Transformers: Heavy Metal (Niantic), I took charge of the studio's narrative collaboration with Hasbro immediately upon joining the team. I created the foundation for a good faith, productive creative relationship by reaching IP expertise and gaining stakeholder trust within two months. I revitalized the game's narrative framework and aligned it with system designs. I wrote new stories within the Transformers universe that exceeded Hasbro's expectations of IP fidelity and originality. I orchestrated contract writers to meet production deadlines, wrote and prepared materials for VO, and supported the Art and Animation teams so new assets reflected the new narrative direction.

  • Narrative Lead at Poorly Timed Games
    May 2020 - Apr 2021 · 1 yr

    I was the Contract Narrative Lead at Poorly Timed Games on Grim Tranquility, an indie sci-fi adventure game. I hired, managed, and mentored a team of three diverse writers to create content on a new IP at a pace concurrent with the rest of development, and I worked closely with each writer to balance creative freedom with a unified narrative voice. I collaborated with other departments as narrative liaison by sharing the developing creative vision. I oversaw VO production as the studio contact with the casting agency and director, created casting sheets and other materials for recording sessions, and advised VO direction in-session based on close knowledge of the script.

  • Camouflaj (7 yrs 8 mos)
    • Writer, Narrative Designer, and Producer
      Mar 2018 - May 2020 · 2 yrs 3 mos

      I was a narrative designer, writer, and producer on Marvel’s Iron Man VR. I wrote and produced VO for level and cinematic design, researched a globally renowned IP to educate the team on its core fiction and history, gave guidance to art and design for worldbuilding and lore fidelity, and coordinated with external creative partners (Marvel and Sony) to ensure the IP was accurately and respectfully represented. I co-led localization by implementing script in Sony’s LAMS loc web software and informing translators of shifts in script direction.

    • Writer, Narrative Designer, Associate Producer on République VR
      Nov 2016 - Mar 2018 · 1 yr 5 mos

      I streamlined République's user experience for its VR port, including platform-specific content rewrites and UI copy. I spearheaded localization implementation of all languages. I also simultaneously managed a diverse range of studio projects — specialized and maintenance alike — including promotional media, video editing, managing the podcast and social platforms, running customer service in Zendesk, preparing project status reports for external investors, and hosting visiting investors.

    • Writer and Narrative Designer (République, 2015)
      Oct 2012 - Nov 2016 · 4 yrs 2 mos

      • Authored the République Manifesto (Future Press, 2016), a 159 page novella that generated the voice of the game’s villain. • Created a comprehensive story timeline to track narrative events over the course of a five-part episodic game. • Wrote flavor text for puzzles and items, occasional character dialogue, and content for République's promotional ARG. • Synthesized books, articles, and interviews about internet surveillance and digital information exchange to ensure that the game stayed topical and relevant.