- EverQuest II
- Defiance
- Tom Clancy's The Division
- The Division 2 + Warlords of New York
- Avatar: Frontiers of Pandora
- Horizon Hunters Gathering
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 teamsProduct 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 buildShipped, 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.

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