Bay Anapol
Senior Narrative Designer at Intercept Games- Claim this Profile
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Topline Score
Bio
Dana Duffield
Bay has taught me more about mobile game story than anyone else I've worked with. Not only is she an incredibly strong storyteller and impeccable writer, she can hold a creative vision and lead a team to achieve it. She has her finger on the pulse of the mobile game industry and thinks like a player - which is rarer than it should be among game designers. She has high standards and makes sure that her product meets them. She's been a fabulous mentor to me and I'm honored to have worked with her.
Ross Berger
Bay and I have worked together twice -- first as narrative designers for a AAA game (Microsoft) and then as co-contributors for a book on game narrative (Taylor & Francis). I can say without hesitation that Bay is a phenomenal writer, not just in her storytelling but also in her prose. She possesses a rare gift that cannot be taught in the classroom. To describe her work is to undersell it. One needs to read it and read it again. (The former for enjoyment, the latter for education.) Since the profession often requires isolation, writers don't always make for great collaborators. Bay breaks the mold with an infectious collaborative spirit. During moments of great ambiguity and pressure, she never loses her poise, never loses sight of what needs to get done. Bay is the first person you want in the foxhole with you.
Dana Duffield
Bay has taught me more about mobile game story than anyone else I've worked with. Not only is she an incredibly strong storyteller and impeccable writer, she can hold a creative vision and lead a team to achieve it. She has her finger on the pulse of the mobile game industry and thinks like a player - which is rarer than it should be among game designers. She has high standards and makes sure that her product meets them. She's been a fabulous mentor to me and I'm honored to have worked with her.
Ross Berger
Bay and I have worked together twice -- first as narrative designers for a AAA game (Microsoft) and then as co-contributors for a book on game narrative (Taylor & Francis). I can say without hesitation that Bay is a phenomenal writer, not just in her storytelling but also in her prose. She possesses a rare gift that cannot be taught in the classroom. To describe her work is to undersell it. One needs to read it and read it again. (The former for enjoyment, the latter for education.) Since the profession often requires isolation, writers don't always make for great collaborators. Bay breaks the mold with an infectious collaborative spirit. During moments of great ambiguity and pressure, she never loses her poise, never loses sight of what needs to get done. Bay is the first person you want in the foxhole with you.
Dana Duffield
Bay has taught me more about mobile game story than anyone else I've worked with. Not only is she an incredibly strong storyteller and impeccable writer, she can hold a creative vision and lead a team to achieve it. She has her finger on the pulse of the mobile game industry and thinks like a player - which is rarer than it should be among game designers. She has high standards and makes sure that her product meets them. She's been a fabulous mentor to me and I'm honored to have worked with her.
Ross Berger
Bay and I have worked together twice -- first as narrative designers for a AAA game (Microsoft) and then as co-contributors for a book on game narrative (Taylor & Francis). I can say without hesitation that Bay is a phenomenal writer, not just in her storytelling but also in her prose. She possesses a rare gift that cannot be taught in the classroom. To describe her work is to undersell it. One needs to read it and read it again. (The former for enjoyment, the latter for education.) Since the profession often requires isolation, writers don't always make for great collaborators. Bay breaks the mold with an infectious collaborative spirit. During moments of great ambiguity and pressure, she never loses her poise, never loses sight of what needs to get done. Bay is the first person you want in the foxhole with you.
Dana Duffield
Bay has taught me more about mobile game story than anyone else I've worked with. Not only is she an incredibly strong storyteller and impeccable writer, she can hold a creative vision and lead a team to achieve it. She has her finger on the pulse of the mobile game industry and thinks like a player - which is rarer than it should be among game designers. She has high standards and makes sure that her product meets them. She's been a fabulous mentor to me and I'm honored to have worked with her.
Ross Berger
Bay and I have worked together twice -- first as narrative designers for a AAA game (Microsoft) and then as co-contributors for a book on game narrative (Taylor & Francis). I can say without hesitation that Bay is a phenomenal writer, not just in her storytelling but also in her prose. She possesses a rare gift that cannot be taught in the classroom. To describe her work is to undersell it. One needs to read it and read it again. (The former for enjoyment, the latter for education.) Since the profession often requires isolation, writers don't always make for great collaborators. Bay breaks the mold with an infectious collaborative spirit. During moments of great ambiguity and pressure, she never loses her poise, never loses sight of what needs to get done. Bay is the first person you want in the foxhole with you.
Experience
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Intercept Games
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United States
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Software Development
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1 - 100 Employee
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Senior Narrative Designer
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Mar 2023 - Present
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FunPlus
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Switzerland
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Computer Games
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200 - 300 Employee
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Narrative Director
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Jan 2019 - Jan 2023
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Big Fish Games
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United States
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Computer Games
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300 - 400 Employee
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Senior Narrative Designer
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Mar 2018 - Jan 2019
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Narrative Designer
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Jun 2013 - Mar 2018
Began and led the narrative design group for Triton, the F2P 3rd party studio at Big Fish Games. I created and honed processes, wrote and analyzed story bibles, narrative roadmaps, lore, tutorial text, characters, and assets – from prototype to development to soft launch to worldwide.
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Microsoft Games Studio
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Redmond, Washington, United States
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Narrative Designer - Project Spark
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Jan 2013 - Jun 2013
Created the narrative IP- including characters, story arc and world building. Worked closely with game designers and creative director to hone narrative elements. Created the narrative IP- including characters, story arc and world building. Worked closely with game designers and creative director to hone narrative elements.
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Microsoft
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United States
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Software Development
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700 & Above Employee
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Narrative Designer - Project Spark
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Jan 2012 - Oct 2012
Devised all elements of story universe, including characters, locations, assets, story beats, and scripts. I worked with art, game design and sound design to refine story, voiceover, and gameplay, crafting and refining tone to guide different elements of gameplay and subplots. I used narrative to solve an engineering issue: Our engine lacked advance follow for a traditional pet friend, so I worked with art to invent Spark, a "pet" ball of light. Devised all elements of story universe, including characters, locations, assets, story beats, and scripts. I worked with art, game design and sound design to refine story, voiceover, and gameplay, crafting and refining tone to guide different elements of gameplay and subplots. I used narrative to solve an engineering issue: Our engine lacked advance follow for a traditional pet friend, so I worked with art to invent Spark, a "pet" ball of light.
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Edelman
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United States
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Public Relations and Communications Services
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700 & Above Employee
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Creative Writer / Deputy Global Editor
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Aug 2011 - Jan 2012
Creative writing and development for the new Edelman.com. Creative writing and development for the new Edelman.com.
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Creative Writer / Lead Creative Writer
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Mar 2006 - Aug 2011
A Games 4 Health company. I wrote and managed creative content and special projects, including an Emergency Preparedness comic book and an animated video series. A Games 4 Health company. I wrote and managed creative content and special projects, including an Emergency Preparedness comic book and an animated video series.
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The Amazing Society
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Computer Games
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1 - 100 Employee
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Text Editor / Game Writer, Super Hero Squad Online
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Dec 2010 - Jun 2011
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Paradox Interactive
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Sweden
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Computer Games
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300 - 400 Employee
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Text Editor, Pride of Nations
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Mar 2011 - May 2011
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Narrative Writer
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2004 - 2010
I've written and produced short animated sequences, as well as edited and story-consulted on numerous video games. I've also handled projects from writing and concepting Yogi Tea boxes to leading the publication of health care comic books. I've written and produced short animated sequences, as well as edited and story-consulted on numerous video games. I've also handled projects from writing and concepting Yogi Tea boxes to leading the publication of health care comic books.
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Education
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Stanford University
Stegner Fellow, Fiction -
University of Arkansas at Fayetteville
MFA in Creative Writing, Fiction