This can include dialogue, UI text, barks and scripting, though I have often worked on titles that have no in-character dialogue, spoken or otherwise.
Though I prefer to be present for the planning stage of a narrative-led game, I am also practised in writing to tight constraints within an already-plotted game structure. I easily adapt to many forms of scripting and writing software, and have worked in Inky, Unity, Twine, Final Draft, Scrivener, and many proprietary in-house game engines in AAA game development.
I am working on Vampire The Masquerade: Bloodlines 2 full time, with some unannounced projects forthcoming. Contact me via email for my project availability.