Brian Freyermuth

Brian Freyermuth

Narrative Designer at Telltale Games

Lead Narrative Designer / 28 yrs

San Francisco, CA

Hire Me
Senior and Lead Designer with over 20 years experience in the computer and video games industry. Worked as a writer and designer on the award winning games Fallout and Star Trek: Starfleet Academy. Also worked as a Senior Story Designer \ Writer on the WGA Award nominee: Epic Mickey 2: The Power of Two, as well as Lead Designer on Tales from the Borderlands and Minecraft: Story Mode. Recently co-authored "Mind of the Beast", the sequel to his debut novel "Demon Dance", with his wife, Juliet. Available now on Amazon.
Work History
  • Design Director

    Steel Wool Studios

    August 2021 - Present

    In charge of design at Steel Wool Studios, including the new Five Nights At Freddy's game, Security Breach.

  • Narrative Designer

    Telltale Games

    December 2014 - Present

    Helping make narrative games fun and exciting at Telltale Games!

  • Owner/Author

    Middark Press

    April 2013 - Present

    Wrote and published "Demon Dance" April 2013. Co-authored and published "Mind of the Beast", the sequel to Demon Dance, on August 15th, 2014.

    Currently working on Book 3, "Witch Fire", due out this year.

  • Senior Game Design Manager

    CodeCombat

    October 2018 - August 2021
    San Francisco Bay Area

    Putting the fun into coding! Working with a great bunch of people to help Computer Science students and teachers across the world. I managed a team of designers to create a game called Ozaria, while also wrote and directed the voice over for it as well.

  • Escape Room Designer

    ConsenSys

    October 2018 - October 2018

    Consulting for an Escape Room that premiered at @EFDevcon in Prague. Worked on puzzle design, room layout and documentation.

  • Escape Room Puzzle Designer

    Codebreakers Escape Room

    December 2015 - December 2017
    Oceanside, CA

    Contract work for a new Escape Room, located in Oceanside, CA. Created game design documents for over 2 dozen puzzles, as well as story design for a Time Travel themed room and an Atlantis themed room. Also worked with owners to give feedback during construction and playtesting of the rooms before opening.

    Currently rated 4.5 stars on Yelp.

  • Lead Content Designer

    Xaviant

    June 2013 - September 2014
    Cumming, GA

    In charge of the story and delivering that story for an independent game called "Lichdom: The 6th Age of Roth".

  • Senior Story Designer

    Disney Interactive Studios/ Junction Point

    May 2011 - April 2013

    Story management for Disney Epic Mickey 2: The Power of Two. This included working on the structure of the overall story, as well as managing story within each level of the game. Worked with each designer to make sure their quests and flow gave deeper meaning and fit within the constraints of the overall story.

    Also Wrote over 50% of the dialog for the game, including half of the cinematics and over half of the in-game dialog, as well as managed and edited all dialog from the external writer, Marv Wolfman.

  • Senior Combat Designer

    THQ Carlsbad

    October 2009 - April 2011
    Carlsbad, CA

    Implemented match type functionality for WWE All Stars using a modified Unreal 3 engine and an in-house state machine, including all scripting functionality for Steel Cage match.

    Also documented and designed key aspects for WWE All Stars, including match type designs, character designs, health and energy, and the combo system

  • Senior Game Designer

    Incinerator Studios

    April 2009 - November 2009

    Level Design\Story Design for Spongebob Squarepants: Globs of Doom, as well as various unreleased demos and games.

  • Senior Designer

    THQ

    August 2006 - April 2009

    Wrote various design specs that touch on all aspects of an unreleased open world game, including: mission design, dialog, story design, open world systems, combat systems, AI design and implementation.

  • Senior Designer

    Midway\Surreal Software

    2004 - 2006

    Worked with Unreal 3.0 to prototype a title called This is Vegas for the Playstation 3 and Xbox 360. Worked on the design specs for in-game content, including: World and Crowd AI, Conversation Systems, Mission Content and Structure, Overall Story and other basic systems.

    Also scripted most of the in-game cinematics and events for the Suffering 2: Ties That Bind, using an in-house scripting tool, level editor and cinematic editor. Placed sounds, dialog, and special effects using the same tool.

  • Senior Designer

    Midway\Surreal Software

    2004 - 2006

    Worked with Unreal 3.0 to prototype a title called This is Vegas for the Playstation 3 and Xbox 360. Worked on the design specs for in-game content, including: World and Crowd AI, Conversation Systems, Mission Content and Structure, Overall Story and other basic systems.

    Also scripted most of the in-game cinematics and events for the Suffering 2: Ties That Bind, using an in-house scripting tool, level editor and cinematic editor. Placed sounds, dialog, and special effects using the same tool.

  • Lead Designer\Content Designer

    INTERPLAY PRODUCTIONS

    September 1994 - August 2004

    As Lead Designer:

    Created all aspects of content design for Run Like Hell and an unreleased Fallout sequel, including but not limited to: concept design, dialog writing, character design, basic storyboarding, creating multiple story arcs, morality paths and puzzles.

    Also wrote dialog for 3 hours of cinematics in Run Like Hell.

    As Content Designer:

    - Created scenario design and dialog for Starfleet Academy, including adaptations of original Star Trek episodes into gameplay.
    - Generated story design for the original Fallout, including character design and dialog branching design.
    - Created initial quest content for the original Fallout, including adventure seeds, character histories and location maps, for the following areas: The Hub, Adytum, the Cathedral, the Boneyard, Necropolis, the Master’s Vault and the Glow.
    - Collaborated with professional script editor to create dialog for ten of the characters implemented within Fallout.

  • Lead Designer\Writer

    Run Like Hell

    September 1997 - September 2002
  • Junction Point Studios

    ? - Present
Education
  • BA in English

    UC Irvine

    September 1991 - June 1998