Interview series
Warmframe: Episodes 1-3
I developed the questions for all three developer interviews and supported filming. The series offers players a friendly introduction to the people behind Warframe.
Selected work
As a Content Marketing Coordinator at Digital Extremes, I supported player-facing writing, publishing, gameplay capture, interviews, event content, and the coordination behind live-service delivery.
Public examples
Interview series
I developed the questions for all three developer interviews and supported filming. The series offers players a friendly introduction to the people behind Warframe.
Web publishing
Selected player-facing web examples from my time supporting announcements, events, seasonal content, and publishing schedules.
Social content
Short-form content called for gameplay capture, visual preparation, platform adaptation, and coordination with the people reviewing and supplying campaign assets.
Watch the work
I developed the interview questions for all three episodes and supported filming with the Warframe: 1999 cast and internal production team.
Context and role
The role sat between audience-facing communication and the detailed work required to publish it well.
I wrote, edited, published, and adapted Warframe messages across web, social, and in-product channels. The content supported announcements, events, collaborations, and live-service updates, each with different timing, assets, review needs, and audience context.
Writing and production
My contribution varied by deliverable. I developed developer interview questions for Warmframe, produced and revised player-facing copy, captured and edited short-form gameplay footage, and prepared visual materials for different platforms and campaign needs.
The common thread was audience judgment: deciding what a player needed to know, keeping the tone appropriate to the channel, and making sure the supporting details were ready before publication.
Events and community
I contributed to content production around TennoCon 2025 and supported existing event plans during a busy live-service publishing period. I also helped moderate community discussions involving sensitive subject matter, where careful wording, judgment, and escalation mattered.
This work reinforced how closely publishing, events, and community trust are connected. A message has to be accurate and timely, but it also has to make sense to the people receiving it.
Collaboration
I coordinated across marketing, design, development, and global teams to help deliverables move through editorial schedules, asset requests, review, revision, approval, and publication.
My contribution centered on the practical communications and delivery work around each message: writing, editing, preparing assets, tracking dependencies, and following up with the people needed to move it forward.
Team visibility
I proposed and built a shared Excel tracker to complement Jira for a remote team. It made individual assignments, edit readiness, and approval status easier to see at a glance.
The tracker filled a specific visibility gap alongside the team’s primary project-management platform and became part of the team’s ongoing way of working.
My Experience page adds training, presentations, reporting, community support, and current operational work to this games publishing background.
View experience