Manda Farough

Multiclasser at the Intersection of Creativity & Business in Video GamesAward-Nominated Producer & Writer

Available for Work: September 2025


Hi, I'm Manda

I'm an independent game developer who works at the intersection of creativity and business. I work across disciplines as production leadership, as well as in narrative design and writing.



Press

Snippets of my conversations with members of the media, as well as a list of the talks I've given over the years.


Portfolio

Samples available upon request. (Why I don't link my work directly anymore.)



Other Work

(under construction)

Award-Nominated Multiclasser

What I Can Do For Your Studio

Every piece of my career, from journalism to production, business, and narrative, shape the way I approach every single project that I work on, regardless of my role(s). Bringing me into your studio gives you access to my 15+ years of experience in this industry in every facet.I'm best suited to helping independent game studios, especially new ones, sort out operations and production processes and define both design and narrative structure. If you don't know what you need for your studio, I'm the best person to help you figure it out.


How I Do What I Do

I believe that the game development process needs to be people centric, ensuring that the team has a strong production foundation with clear boundaries and expectations communicated with an abundance of compassion and transparency.Games are made by people, not systems, so establishing psychological safety for a team is one of the most important things a good producer can do. Sure, managing scope, deadlines, and budget ensure that the game gets shipped, but if you have miserable developers, the game is going to feel miserable when it ships.Not every developer thrives in person, so much of what I do as a producer centers around building inclusive systems that take into account contractors, part-time workers, timezones, and asynchronous check-ins.Clear communication doesn't end in production, either. It extends to thoughtful, player-centric narrative design that prioritizes player agency, which in turn rolls into pithy dialogue, emotionally resonant character work, and enrapturing worldbuilding. And, y'know, I write killer documentation from GDDs to SOPs.


Mini CV

If you're looking for my shipped games, go here!

CompanyRole(s)Year(s)
WDR StudiosNarrative Designer, Writer2024-Present
Strange ScaffoldExecutive Producer, Writer2022-Present
Redstart InteractiveNarrative Designer, Writer2022-Present
F-SquaredCOO, Consultant2020-Present
Hakjak GamesProducer2023 (Closed)
Robot Teddy (Thunderful)Co-Director of Strategic Partnerships2022-2023
GameDaily & SuperParentEditor-in-Chief2018-2020
Mic.comEditor2017 (Closed)
Various Indie Media OutletsFreelancer Journalist2009-2018

Game Development Skills

I'm a collaborative storyteller and designer, with a focus on creating believable characters and living worlds. Additionally, I'm a detail-oriented leader (and team player!) with a strong track record of aligning project success with team well-being.

  • Narrative implementation in Unreal Blueprints and Unity (datatables)

  • Yarnspinner, Twine, Inkle

  • Arcweaver, Articy

  • Branching dialogue

  • Worldbuilding

  • Character Development

  • Scriptwriting

  • Mapping character and story arcs

  • Story-design maps (working closely with designers)

  • Project scoping (to ensure cohesion and shipping on-time/budget)

  • Feature sizing and task management

  • Go-To-Market strategy

  • Managing project budgets and hours

  • Coordinating external vendors

  • Team cheerleader!

  • Conflict management

  • Psychological safety for teams

  • Clickup, Trello, Jira, Asana, Notion


Education

Although I'm not as focused on "traditional" education, I am well-trained through a combination of post-secondary and online coursework.Coursework

  • The Narrative Department (Masterclass I, Masterclass II, Game Design for Writers)

  • ELVTR (Game Writing with Adam Dolin)

  • Simon Fraser University (School of Interactive Arts & Technology)

  • Thompson Rivers University (Computer Systems: Operations & Management)

Certifications

  • Agile in Jira

  • Fundamentals in Jira

Shipped and In-Progress Games

While I'm listed on a number of other games on MobyGames, these are the games that I directly contributed to (or am actively contributing to) as writer, narrative designer, and/or producer.Not listed here: Pigeon Simulator at HakJak Studios (cancelled), where I was the studio's producer and worked partially on the writing team.

TitleStudioRole(s)Release YearGenre
TMNT: Tactical TakedownStrange ScaffoldExecutive Producer, Writer2025Strategy, Tactics, Licensing
Terrible LizardsWDR StudiosNarrative Designer, WriterTBAHorror, Action
UnannouncedRedstart InteractiveNarrative Designer, WriterTBAAdventure, Platformer, Comedy
I Am Your BeastStrange ScaffoldOperations2024FPS, Action
Life EaterStrange ScaffoldOperations2024Horror, Interactive Fiction
El Paso ElsewhereStrange ScaffoldOperations2023Horror, Third-Person Shooter
Yndurvaetra (TTRPG)Daylite PublicationsWriter2023TTRPG, Science Fiction
Sunshine ShuffleStrange ScaffoldLead Producer, Additional Writing2023Card Game, Visual Novel
El Paso NightmareStrange ScaffoldOperations2022Horror, Third-Person Shooter
Witch StrandingsStrange ScaffoldOperations2022Adventure, Simulation

Panels & Podcasts

  • Games For Change Roundtable: "Gaming Across Generations" (2025)

  • All My Maidens Podcast (2025) - Link

  • PAX East Panel "Yellow Paint Good Witcher 3 Bad: Our Worst Gaming Takes" (2025)

  • PAX East Panel: "Breaking in and standing out in non traditional careers in games" (2025)

  • GDC Panel: "Multiclass Your Game Career" (2025)

In my former career as a game journalist, I started appearing on panels at PAX West and East in 2017, many of which I moderated.


Regular Podcasts


Press

Why I No Longer Link My Work Online

Search engines are now scraping websites to train their large learning models (LLMs) for use in generative AI tools. As a professional writer of more than 15 years, I never consent for my work to be used in this way. So, my portfolio is now offline.Yes, it means that it's an extra step to see my work (unless you play my games!), but please email me and I'd be glad to send you PDF versions of:

  • Cutscenes

  • Barks

  • Character Profiles & Arcs

  • Story Maps & Flowcharts

  • Audio Logs

  • Collectibles

  • Journal Entries

  • Environmental Story Design