Story Director | Narrative Designer | Game Writer
I’m Brian Kaiser. For more than 20 years I’ve developed story, characters, and dialog for live-service and AAA games. I love everything about creating interactive stories, whether it’s developing original IP from the ground up or getting my hands dirty in engine to build the player experience.
I’m passionate about seamlessly integrating narrative with gameplay, and always putting the players’ experience first.
I’m Brian Kaiser. For more than 20 years I’ve developed story, characters, and dialog for live-service and AAA games.
Story Director | Narrative Designer | Game Writer |
Narrative Designer | Game Writer | Story Director
I love everything about creating interactive stories, whether it’s developing original IP from the ground up or getting my hands dirty in engine to build the player experience.
I’m passionate about seamlessly integrating narrative with gameplay, and always putting the players’ experience first.
If you need a storyteller who will fundamentally elevate your game’s narrative and soul, and truly live and breathe the characters they write, then Brian is your guy.
I have been fortunate to work with Brian for the last couple of years at Electronic Arts. He provided immeasurable value through narrative design and writing services on several game projects. His positive energy, passion, professionalism, collaboration, and creativity have been a joy to work with. He is talented and skilled, and will immediately hit the ground running on any project we throw at him. He has the flexibility to navigate changing priorities and feedback.
I look forward to working with him on many more projects in the future.
—Allie, Executive Producer
(Electronic Arts)
Brian is a creative leader who knows what it takes to build and deliver a strong IP, top to bottom.
He establishes creative pillars that resonate, and sets a foundation for story that not only reflects but enhances the player fantasy within the game. His goal is always to create a story, a place, and characters that connect with players.
But he also knows what it takes to deliver on that vision, and isn’t afraid to roll up his sleeves and do the work himself, whether it be writing, directing, or working in a team to craft creative excellence.
Travis George, CEO
(Riot Games, Vela Games)
If you need a storyteller who will fundamentally elevate your game’s narrative and soul, and truly live and breathe the characters they write, then Brian is your guy.
Allie, Executive Producer (Electronic Arts)
Brian is a creative leader who knows what it takes to build and deliver a strong IP, top to bottom.
Travis George, CEO (Vela Games, Riot Games)
I’d work with Brian again in a heartbeat.
John DeShazer, Lead Game Designer (Blizzard, Epic Games, AGBO)
Brian’s direction is precise… while still allowing room for creativity, instinct, and the freedom to explore the characters.
Aileen Mythen, VO Actress (Genshin Impact, Marvel Cosmic Invasion)
I’d work with Brian again in a heartbeat.
What stood out to me most was how much care he brought to the work and the people around him. Brian has a great instinct for finding the tone of a moment, whether it needed to land heartfelt, funny, or just quietly set the mood He makes even simple narrative beats feel intentional and memorable.
He’s thoughtful, collaborative, and genuinely invested in the team’s success. I always appreciated how approachable he was and how consistently he showed up for others. No matter the task, Brian would jump in with both feet and find ways to meaningfully contribute.
—John DeShazer, Lead Game Designer
(Blizzard, Epic Games, AGBO)
Brian’s direction is precise without ever feeling restrictive. He communicated exactly what he needed while still allowing room for creativity, instinct, and the freedom to explore the characters.
I had the pleasure of working with Brian on “Evercore Heroes.” From the outset, he created a clear and supportive environment that made it easy to play with characters and deliver strong performances.
The recording session was both efficient and enjoyable and his passion for his work was palpable. I look forward to working with him again.
—Aileen Mythen, Voice Over Actress
(Genshin Impact, Marvel Cosmic Invasion)
In 2017, I moved my family from California to Dublin, Ireland to co-found Vela Games. There, I led the narrative development on two original projects, Evercore Heroes and Evercore Heroes: Ascension.
The Evercore Heroes announcement trailer I co-directed with Capsule Studio in 2022.
Character sheets for 20 playable heroes, providing narrative background and notes for voice actors.
Character sheets for 20 playable heroes, providing narrative background and notes for voice actors.
Samples of the VO I directed for 18 characters, working with 13 actors.
MySims Franchise
At Electronic Arts I led the narrative and character design for a spin-off of The Sims franchise, contributing to a dozen projects under the MySims banner.
A small sample of the cutscenes I wrote for MySims Agents.
A reference guide for 50 of the most popular MySims characters (and Guillermo the pigeon) prepared for Maxis and our external partners.
A reference guide for 50 of the most popular MySims characters (and Guillermo the pigeon) prepared for Maxis and our external partners.
The Sims Franchise
Intro monologue I wrote for Patrick Stewart for The Sims Medieval.
I wrote hundreds of object decriptions for The Sims 4, putting care into each and every one.
If you really commit, even descriptions of coffee makers and stove hoods can make multiple “best of” lists!
I wrote hundreds of object decriptions for The Sims 4, putting care into each and every one.
If you really commit, even descriptions of coffee makers and stove hoods can make multiple “best of” lists!
[GAMERANT]
These are three tone pieces I wrote early in development to help establish the world of C&C:R. You played a Commander building up an outpost in the wasteland Yellow Zones of Earth.
Part of an audio journal by a young woman living in your outpost. Full script here.
A seasoned survivor describing what it takes to survive in the Yellow Zones.
A “friendly” morning talk show that is secretly sponsored by the Brotherhood of Nod.
FMV Tests
Match-Up
Part of an audio journal by a young woman living in your outpost. Full script here.
Taunt
Victory
One of my favorite gamedev memories was when I suggested we use real actors as the Commanders in Rivals, since the use of FMV was one of C&C’s most recognized and loved features. I grabbed some costume parts for cheap from an army/navy surplus store, roped in two brave volunteers from the team, and recorded them in front of a green screen. An animator helped me make some quick mock-ups to show how FMV could still fit into a mobile game.
Ultimately, EA decided not to go the FMV direction, but I still think we made a good case!
One of my favorite gamedev memories was when I suggested we use real actors as the Commanders in Rivals, since the use of FMV was one of C&C’s most recognized and loved features.
I grabbed some costume parts for cheap from an army/navy surplus store, roped in two brave volunteers from the team, and recorded them in front of a green screen. An animator helped me make some quick mock-ups to show how FMV could still fit into a mobile game.
Ultimately, EA decided not to go the FMV direction, but I still think we made a good case!
A seasoned survivor describing what it takes to survive in the Yellow Zones.
A “friendly” morning talk show that is secretly sponsored by the Brotherhood of Nod.
For Dawngate I created Rezen’s backstory and wrote his in-game dialog.
Here is Rezen’s character announcement monologue, performed by the amazing Matthew Mercer.
I also wrote an extended tone piece about the “Battlesisters,” a 2-person hero team where one sister wields a sword and the other a shield.