LYDIA COCKERHAM

Narrative Designer & Writer

Dedicated, passionate, decisive, with 6 years' experience – in bold, impactful narratives that reflect why players play.

SoLA (AAA DLC)

Narrative Owner

Development & execution of the full narrative for a vibrant story expansion

Dead Island 2 (AAA)

Senior Narrative Designer

Pulpy quest design & unique voices to flesh out an eccentric, exciting world

Confronted (Indie)

Narrative Consultant

Early concepting & broad story outlines along with general narrative guidance

Avakin Life (Mobile)

Narrative Designer

Engrossing arcs & snappy dialogue tailored to 7+ million monthly players

About

Bio, interviews & speaking events

Contact

Open to new opportunities


Portfolio


SoLA (AAA DLC)

Narrative Owner

Development & execution of the full narrative for a vibrant story expansion

Dead Island 2 (AAA)

Senior Narrative Designer

Pulpy quest design & unique voices to flesh out an eccentric, exciting world

Confronted (Indie)

Narrative Consultant

Early concepting & broad story outlines along with general narrative guidance

Avakin Life (Mobile)

Narrative Designer

Engrossing arcs & snappy dialogue tailored to 7+ million monthly players


Dead Island 2: SoLA

Narrative Owner

Dambuster Studios

(Spring 2023 - Spring 2024)


Story-based DLC expanding on smash hit Dead Island 2



Narrative Owner on SoLA, story expansion for AAA pulp zombie title Dead Island 2 – as well as Senior Narrative Designer serving as de facto Lead for the narrative team.I spearheaded development of the full narrative vision according to our brief from leadership, including theme, tone, gameplay, setting, characters and story beats. From there I onboarded the rest of the narrative team to execute on that vision, while I contributed to and reviewed narrative work and maintained critical communication across the rest of the studio.With just a year to turn around the DLC, this was a challenging project that demanded creative decision-making within the practical restraints of resource and time.


As Narrative Owner:

  • Led development of narrative for the DLC over a one-year period, from concepting to execution to polish - championing our story to the wider studio all the way to launch

  • Undertook initial concepting into setting, mechanics, characters and theme, then worked closely alongside GD and Art to create a comprehensive Narrative Outline document

  • Presented narrative pitches to studio directors; adapted based on feedback and pushed back where appropriate

  • Structured the DLC story into a memorable and impactful three-act framework, incorporating must-haves from other departments into compelling, characterful beats

  • Created and maintained keystone narrative documentation, including a “Beat Sheet” detailing all major story moments and updated as the project progressed

  • Designed, cast, wrote and voice directed a new IP-friendly character, Grace, for the DLC

  • Brainstormed striking but economical cinematics within constraints, wrote first drafts of scripts and worked collaboratively with the Animation team to bring these to reality

  • Wrote clear, evocative narrative briefs for key assets from audio to animation to art

  • Wrote design documents for several narrative-heavy puzzle and combat mechanics

As Senior Narrative Designer:

  • Served as de facto Lead for 11 months for a team of narrative designers while waiting for a new Lead Narrative Designer to be hired

  • Allocated, oversaw and delegated work; mentored and offered support to teammates

  • Reviewed pitches for side content from more junior narrative designers and fed back, gave guidance and signed off on concepts which were then pushed into active development

  • Worked with production to construct realistic schedules within tight timescales



Dead Island 2

Senior Narrative Designer

Dambuster Studios

(Autumn 2020 - Present)


Long-awaited AAA action RPG, sequel to the cult classic



Narrative Designer – then Senior Narrative Designer – on Dead Island 2, pulpy AAA action RPG.Fleshing out our epic zombie adventure meant injecting life into a horde of eccentric characters, piecing together exciting and lore-expanding quests, drenching the world of Hell-A with a layer of characterful gore... and most importantly, making our players feel like badass zombie slayers.I also served as Narrative Owner on story expansion SoLA, leading development on the full narrative vision including theme, tone, gameplay, setting, characters and story beats.


  • Pulpy, vivid narrative design for quests; unifying gameplay, environmental storytelling, VO and text through compelling stories

  • Developed a unique voice for player character Carla - including backstory and motivation - and wrote all her cinematics, conversations, VO, barks, etc

  • Conceptualised and wrote text journals to guide players and develop worldbuilding/lore

  • Wrote clear yet punchy text for major tutorials, skill descriptions & UI menus

  • Directed voice talent in the booth and assisted in casting

  • Mentored junior teammates in narrative design; gave constructive feedback on and edited the work of others

  • Created and maintained key documentation used throughout the studio, including LocKit, player-facing terms glossary and character "cheat sheets"

  • Represented the game and studio during press interviews, and at Gamescom '22


"From the moment she joined, Lydia was dedicated, meticulous, and determined to improve her own skillset and understanding of game dev."

Khan, previously Lead Narrative Designer at Dambuster Studios



Confronted

Narrative Consultant

Grumpy Rock Studios

(2023)


Upcoming survival horror weaving trauma and dark secrets



Narrative Consultant for Confronted, an indie survival horror as yet to be released.I provided narrative assistance in the early stages of the project, consulting on the broad story outline, how the player character would be represented, and how gameplay and narrative elements could work together to tell a single unified story.


  • Early narrative concepting and ideation around a core vision and several key goals

  • Presented 3 story outlines expressing different potential themes (and their key beats, plot twists & endings); based on feedback, refined to a final accepted story approach

  • Gave suggestions to align narrative with gameplay

  • Explored player expectations of the survival horror genre and ways to tell a more diverse and interesting story without falling back on stereotypes

  • Offered general guidance on characters, enemies, locations, gameplay and tone



Avakin Life

Narrative Designer

Lockwood Publishing

(Spring 2018 - Autumn 2020)


Metaverse mobile game played by millions across the globe



Narrative Designer on Avakin Life, 3D virtual world popular in the USA, Russia, Indonesia & Brazil.As the only full-time writer on the team, it was my job to bring our world to life through the everyday experiences of our players.


  • Narrative design for twice monthly LiveOps events (7+ million players each month)

  • Developed exciting narrative arcs that spanned months and created characters to appeal to our players, including bold and unapologetic fan-favourite Nadia Fox

  • Wrote snappy, flavourful dialogue

  • Playtested, gave feedback to ensure consistency and maintained documentation

  • Crafted Style Guides & Tone of Voice documents used across the brand

  • Worked with partners to localise text across dozens of diverse regions worldwide

  • Wrote copy across many other areas: tutorial text, UI text, promo copy, patch notes, press releases, website text, app store copy, etc


"A consistent powerhouse of high-quality work, and one of the kindest, most personable and helpful individuals I've ever had the pleasure of working with."

Gary Alexander Stott, previously Producer at Lockwood Publishing



About


Dedicated, passionate, decisive Narrative Designer & Writer, based in London, with 6 years' experience writing and designing for games.I am currently Senior Narrative Designer at Dambuster Studios working on Dead Island 2.My focus is on turning collaborative, clear, cohesive work into powerful narratives that weave together all disciplines in game dev to reflect why players play. I've worked on games across PC, console and mobile – from AAA to indie.I've been crafting meaningful stories in games since 2018. Before then I worked in copywriting, scriptwriting and games journalism.I'm also a Video Games Ambassador (with Into Games/Ukie), a Women in Games ambassador and a Limit Break mentor. I'm passionate about empowering others and helping create a more welcoming, supportive games industry.


Interviews


Speaking Events

  • Creative UK — Breaking Into Creative Careers

  • The University of Nottingham


Articles


Contact


CV / Resume & writing samples available upon request.


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