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  1. EverQuest IISony Online Entertainment · 20032009
  2. DefianceTrion Worlds · 20092013
  3. Tom Clancy's The DivisionMassive Entertainment · 20142016
  4. The Division 2 + Warlords of New YorkMassive Entertainment · 20162020
  5. Avatar: Frontiers of PandoraMassive Entertainment · 20192023
  6. Horizon Hunters GatheringGuerrilla · 20232026

I design narrative and live content for online multiplayer games: the seam where story, systems, and community meet.

For twenty-four years I’ve worked inside live worlds, from EverQuest II to Horizon, building the quests, missions, and seasonal content that keep millions of players coming back. Arc Theory is where I take that craft to other teams as a consultant, and where I design and ship software of my own.

Game design consulting

Live content design and cadence, narrative systems for multiplayer, quest and mission pipelines, seasonal structure, and design reviews for teams building worlds that have to keep going.

How I work with teams

Product development

Web and mobile apps, end to end: design, build, ship, maintain. One person holding the whole picture, from the data model to the typography.

What I build

Shipped, and live

Hangarworks

An org-level crafting and logistics tool for Star Citizen organizations: blueprint catalog, crafting planner, shared org stock, internal market, and order tracking, synced across web and iOS with Android in progress. Designed, built, shipped, and maintained by one person, with real users. It’s the proof behind the product-development side of Arc Theory.

The Hangarworks crafting planner: a queued build with its materials broken down into how much is needed, how much is on hand, and how much is still short, drawn against shared org stock.

Have a world that needs to keep going, or a product that needs building?

Tell me the project, the scope, and the timeline, and my first reply will be useful.

noel@arctheory.net