Localization Writer/Editor at Nintendo of America
For a little over three years, I had a chance to work on a number of amazing Nintendo-published titles. Here is a list of all the titles I worked on and the specific tasks I did for each.
Animal Crossing: New Leaf – June 2013
Animal Crossing: New Leaf was my very first project, but it was a huge one. I got to work as one of a handful of awesome writers as I wrote dialogue for legacy and new characters alike including K.K. Slider, Tom Nook, Isabelle, and Mr. Resetti. Besides writing Isabelle’s character for the game, I got to write for her in a handful of videos, plus her Twitter account for the first few months. I’m also the guy who made Gulliver mention Earthbound.
Skills:
- Dialogue text writing
- UI text writing
- Tutorial text writing
- General text writing
- Social media text writing
- Extensive context-checking playthroughs
- Naming sessions
Animal Crossing Plaza – August 2013
Rolling off of New Leaf‘s overwhelmingly positive community response, Animal Crossing Plaza got handed to me and one other writer. Between the two of us, we wrote all the text that would appear within the application. This allowed me to once more write for characters such as Isabelle, K.K. Slider, Gulliver, and Mr. Resetti.
Skills:
- Writing Miiverse posts in characters’ voices
- General text writing
The Legend of Zelda: The Wind Waker HD – September 2013
The decision to release an HD version of The Wind Waker excited me, but the fear of ruining the original’s dialogue was terrifying. However, I undertook the challenge, which meant transitioning the legacy text from the GameCube version over to the Wii U and fixing anything necessary in the conversion, plus writing new text in the legacy voice. I also had to demo the game for executives and during both E3 2013 and PAX Prime 2013. Plus, I was responsible for writing the e-manual and the game box copy.
Skills:
- Dialogue text writing
- UI text writing
- Tutorial text writing
- E-manual text writing
- Box copy text writing
- Extensive context-checking playthroughs
- Internal demoing
- Demoing to the public at E3 and PAX Prime
- Minor project management
The Wonderful 101 – September 2013
I was extremely excited to dip my toes into The Wonderful 101. While the localization was handled outside the Treehouse, I still got the job of writing the e-manual. If you haven’t played this game yet, you really should. It’s awesome.
Skills:
- E-manual text writing
- Being Wonderful
Pokémon X & Y – October 2013
With the new Pokémon generation being announced at E3 2013, I knew I’d get a chance to play a demo sooner than most other people in the world, and I was right. I was selected as a hardcore-enough fan to demo the title at PAX Prime 2013 during a special fan event.
Skills:
- Demoing during PAX Prime
- Team Froakie
Wii Party U – October 2013
My second project right after New Leaf, Wii Party U was a total shift in style. Instead of writing dialogue, I had to switch gears and write tutorial text, UI messages, and help name all the minigames and modes, as well as demo the title for executives. Plus, I even got a chance to head into the studio and assist with voice recording.
Skills:
- UI text writing
- Tutorial text writing
- General text writing
- Naming sessions
- Internal demos
- Minor studio work
Mario Party: Island Tour – November 2013
During my off times, I had enough bandwidth to assist with other titles by providing playthroughs for text checks. Mario Party: Island Tour was one such game that received a full playthrough and context check. I also assisted with naming some of the minigames.
Skills:
- Provided context playthroughs
- Naming sessions
- Being the life of the party
The Legend of Zelda: A Link Between Worlds – November 2013
One of my most major context check playthroughs occurred with A Link Between Worlds. As the game was in crunch near the end of its development cycle, people were needed to play through the entirety of the game and check the text for as many bugs as possible. I was able to provide this help at a critical time, plus I was given the chance to help name various new enemies.
Skills:
- Extensive context-checking playthroughs
- Naming sessions
Super Mario 3D World – November 2013
One important aspect of the job required me to stay current on any upcoming titles in case my assistance was needed. While Super Mario 3D World never hit any such crunch, I still had a strong working knowledge of the title, plus I was brought in to help name various enemies, characters, and the game itself.
Skills:
- General familiarization
- Naming sessions
Wii Sports Club – November 2013
Over the course of a year, Wii Sports Club consumed my life. I was the sole writer responsible for all text, including the eShop text, the game box text, and the e-manual text. I had to demo the game for executives multiple times due to the staggered release of the various sports, and had to continually update text as the game received updates.
Skills:
- UI text writing
- Tutorial text writing
- General text writing
- E-manual text writing
- Box copy text writing
- Project management
- Internal demos
- Continued support through post-launch updates
Wii Fit U – November 2013
After Wii Fit U came out, the original writer had to move on to another project, requiring me to jump on and take care of the DLC updates as necessary. This meant writing in the established style of the game for the new walking and altitude challenges. Nothing like a good writing workout!
Skills:
- Handling all writing duties for post-launch updates
- Updating e-manual as needed
Yoshi’s New Island – March 2014
With Yoshi’s New Island, I hopped in to help in a naming session for the title, plus I provided a full game context playthrough to identify any text bugs.
Skills:
- Context-checking playthroughs
- Naming sessions
Mario Golf: World Tour – May 2014
As with many titles around this time, I jumped in and provided a game playthrough to identify contextual text issues. Plus, I got to play golf at work, and that’s always a good deal.
Skills:
- Context-checking playthrough
- Set a wicked-low handicap for myself
Tomodachi Life – June 2014
Near the end of this project’s life, I was called in to do an intensive playthrough for contextual text bugs, as usual. I somehow managed to cram a year’s worth of normal playtime into a very small window, helping to improve the game’s overall quality.
Skills:
- Extensive context-checking playthroughs
- Becoming friends with everyone
Hyrule Warriors – September 2014
Few games claimed me for as long as Hyrule Warriors, but I was glad to accept. For this project, I ended up writing the entire game blind (without seeing anything in the ROM itself), then had to rewrite as continual updates came in. I had the challenge of writing in multiple established Zelda franchise voices, plus the Dynasty Warriors style of doing things. I helped in the studio for voice recording sessions, and supported the title through all 4 DLC cycles. I wrote the e-manual and game box copy, plus I got to demo the game for executives, as well as for Treehouse Live on two separate occasions. I am also credited in the Switch definitive version.
Skills:
- Dialogue text writing
- UI text writing
- Tutorial text writing
- General text writing
- E-manual text writing
- Box copy text writing
- eShop text writing
- Voiced text writing
- Minor studio work/voice directing
- Extensive context-checking playthroughs
- Internal demos
- Live demos during Treehouse Live at E3 and then again in September
- Continued support through 4 DLC cycles
Super Smash Bros. for Nintendo 3DS – October 2014
While most of my time ultimately went to help with the Wii U version of Smash Bros., I still got to play a few rounds to demo the game during Treehouse Live late in 2014, plus I was in charge of demoing and collecting feedback from fans during E3 2014.
Skills:
- Demoing/collecting feedback during E3
- Live demo during Treehouse Live
Bayonetta 2 – October 2014
Another such role of my job required me to play through some games and evaluate them for any problematic content. With Bayonetta 2, I was able to recommend what needed to change (nothing), as well as if it should be bundled with the original Bayonetta (I argued emphatically for “yes”). While Platinum handled the game’s text itself, I became one of the internal Treehouse experts.
Skills:
- Extensive familiarization playthrough
- Providing feedback to superiors
Pokémon Omega Ruby – November 2014
Another aspect of my job had me playing through games to evaluate their strengths and weaknesses from a fan’s perspective. Omega Ruby was one such evaluation playthrough, allowing me to play through the entirety of the game from start to finish and then deliver my assessment. The verdict: I liked it.
Skills:
- Extensive playthrough for evaluation
- Completed first Nuzlocke challenge
Super Smash Bros. for Wii U – November 2014
One of my most anticipated games, Super Smash Bros. for Wii U was a joy to playtest around the Treehouse. Not long before it released, I hopped in and performed my usual context playthrough to identify any lingering text issues. I also demoed the game during Treehouse Live during E3 2014.
Skills:
- Extensive playtesting with coworkers
- Extensive context-checking playthroughs
- Live demoing during Treehouse Live at E3
Ultimate NES Remix – December 2014
I made sure to familiarize myself with NES Remix as it passed through the office, and then had a chance to help demo Ultimate NES Remix for Treehouse Live late in 2014. I failed to beat the original Super Mario Bros. live, but to my credit, it was in the really difficult sped-up mode.
Skills:
- General familiarization
- Live demoing during Treehouse Live
- Proving I was a Buster
The Legend of Zelda: Majora’s Mask 3D – February 2015
I had hoped to work on this title to continue my adventures in the Zelda franchise, similar to my time helping with the HD version of The Wind Waker, but it wasn’t to be. However, I did come in late in the project’s life to assist with a context playthrough, helping to identify any potential text issues.
Skills:
- Extensive context-checking playthroughs
- Provided feedback regarding new features
Kirby and the Rainbow Curse – February 2015
One of the quickest projects I got to be part of, I popped in from time to time to assist with the game text and naming characters. I also had a chance to demo the game for executives while the project lead was out sick.
Skills:
- General text writing
- Naming sessions
- Internal demos
Mario Party 10 – March 2015
With another Mario Party in the Treehouse, I was called in to help name a few of the minigames. Once that was done, I helped with another product evaluation playthrough.
Skills:
- Naming sessions
- Evaluation playthrough
- Still the life of the party
Xenoblade Chronicles 3D – April 2015
Another title that got an evaluation playthrough, I spent as much time as work allowed in between other projects to give Xenoblade Chronicles 3D its due. I ultimately loved it, which is not a surprise.
Skills:
- Evaluation playthrough
- I was really feeling it
- Still proved I was a joker
Puzzle & Dragons Z – May 2015
Puzzle & Dragons Z was desperate for any more writers to jump in and provide a context playthrough, and I was glad to help. I blasted through the story and helped identify some potential text bugs.
Skills:
- Extensive context-checking playthroughs
- Became addicted to Puzzle & Dragons
Splatoon – May 2015
Splatoon is as fresh as they come, and I jumped in near the end of its life to provide a context playthrough of the campaign to help identify the usual text bugs. I also helped with some online connection tests.
Skills:
- Extensive single-player context-checking playthroughs
- Multiplayer connection tests
Earthbound Beginnings – June 2015
While I can’t say exactly when I had a chance to play through Mother on the Virtual Console, I can say that I was asked to play through the entirety of the game and help identify any problems should it be released to the current market. Since it eventually came out, I can safely say that I didn’t see any issues.
Skills:
- Extensive familiarization playthroughs
- Providing feedback to superiors
- Openly crying in a professional workplace
Animal Crossing: Happy Home Designer – September 2015
Yet another chance to work with the Animal Crossing license. I was ecstatic to write for my favorite characters again, such as Isabelle, K.K. Slider, Tom Nook, and Mr. Resetti. In fact, I wrote for the majority of the special NPCs, as well as three of the eight personality types.
Skills:
- Dialogue text writing
- UI text writing
- Tutorial text writing
- General text writing
- Naming sessions
- Context-checking playthroughs
Super Mario Maker – September 2015
At various times during this project’s life, I was pulled in to provide a feedback playthrough to suggest anything that should be added or updated with the current builds. I also got asked to playtest levels as they were being created, most notably the four levels showcased during the 2015 Nintendo World Championships. Yes, I beat the harder versions that no one else saw. I also got to demo the title for attendees in the VIP Lounge during E3 2015.
Skills:
- Provide feedback to co-workers/superiors
- Playtest in-development levels
- Demo during E3
Yoshi’s Woolly World – October 2015
One of my favorite titles, I was the sole writer for Yoshi’s Woolly World, which meant writing the dialogue, all UI text, all tutorial text, the e-manual, and the game box, plus coming up with names for all stages, enemies, and Yoshi designs. As a project lead, I had to coordinate text and content with the French and Spanish teams at NOA, as well as with the various teams at NOE. It also meant demoing the title for executives and other departments, as well as in the VIP Lounge during E3 2015. I am also credited in the 3DS version.
Skills:
- Dialogue text writing
- UI text writing
- Tutorial text writing
- General text writing
- E-manual text writing
- Box copy text writing
- Project management
- Scheduling/coordinating
- Internal demos
- Demoing at E3
Mario Tennis: Ultra Smash – November 2015
This one snuck up on us, but it was included as one of the titles I demoed while in the VIP Lounge during E3 2015.
Skills:
- Demoing during E3
- Game, Set, Match
Devil’s Third – December 2015
This was a special title as it got not one but two full evaluation playthroughs during two different parts of development. That meant beating the campaign twice (once while still in a very rough and nearly unplayable state) and also dabbling in multiplayer to provide more feedback on possible improvements.
Skills:
- Extensive evaluation playthroughs
- Multiplayer connection tests
Hyrule Warriors Legends – March 2016
A project I was working on before leaving, I was the lone writer on a game with mountains of text. I was given another chance to write dialogue for new and legacy characters, write UI and tutorial messages, name new items, and provide feedback for possible improvements. I am also credited in the Switch definitive version.
Skills:
- Dialogue text writing
- UI text writing
- Tutorial text writing
- General text writing
- Naming sessions
- Project management
Star Fox Zero – April 2016
This project was my baby. I was the lead writer for all dialogue, which meant I went into the studio to help during voice recording. I also voiced the first level boss as seen during E3 2015, where I demoed the game for Treehouse Live as well as for attendees in the VIP Lounge.
Skills:
- Voice text writing
- Extensive studio work/voice directing
- Providing scratch vocals
- UI text writing
- Tutorial text writing
- General text writing
- Project management
- Scheduling/coordinating
- Demoing during E3
- Live demoing during Treehouse Live at E3
Star Fox Guard – April 2016
Along with Star Fox Zero, I handled writing the bulk of the text, including voiced dialogue, game text, and the e-manual. I also got to head into the studio and act as a voice director while the amazing voice actors did their thing. Hearing Slippy hop into character and Grippy become a reality was amazing.
Skills:
- Voiced text writing
- Extensive studio work/voice directing
- UI text writing
- Tutorial text writing
- General text writing
- E-manual text writing
- Project management
- Scheduling/coordinating

