Marcus discovered his passion for interactive storytelling while studying English Literature at the University of Waterloo in the early 2010s. He became fascinated by how video games could create unique narrative experiences through player agency—something that traditional media simply couldn’t do.
After graduating, he spent three years at an indie studio in Toronto crafting dialogue trees for point-and-click adventure games. Then came his time at a larger Vancouver development team, where he worked on a critically acclaimed narrative RPG featuring over 2,000 branching dialogue nodes. That project changed everything. He realized the real challenge wasn’t creating lots of branches—it was creating branches that felt meaningful and coherent.
His breakthrough came in 2016 when he published a paper on managing player state in complex branching narratives. Universities started assigning it. Studios started citing it. Game design programs adopted it as required reading. What started as personal research became the foundation for how an entire generation of narrative designers approach their work.
Today, he’s focused on the intersection of narrative theory and software architecture. That’s where the real problems live—and where the most interesting solutions emerge.