creative director for interactive media

choose your adventure . . .

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I have always enjoyed the art of collaboration and have a keen eye (or ear) for quality. 

Which is why companies such as Bethesda, Bungie, and Ubisoft have hired me to direct actor's performances in some of their biggest titles.

In 8 years, I've worked over 30 projects, capturing an actor's best in the recording studio or out on the MoCap floor. 

I encourage you to check out my reel and some of my work below!


List of Selected Works:



As someone who has a deep love for stories, it should be no surprise that I began my career as a writer. There is something deeply powerful (and humbling) about crafting the blueprint that so many other creatives can build upon to make great work.

I am frequently hired as a story consultant and narrative producer, which has allowed me to also work extensively in the television and film industries. I also released my first novel, a technothriller titled GOD PHARMin the fall of 2016.

I am currently represented by the Linx Agency, based in the U.K.



I think about Narrative Design almost every day.

With all of the new and exciting technologies being implemented in interactive media, storytellers need to understand how these technologies affect the experience, and adapt the experience accordingly. Well-designed games must be engaging, but truly brilliant games must provoke an emotional response: how does it make the gamers feel?

I write frequently about Narrative Design, and will be updating this section with new material as it is released.

I also love discussion, so feel free to drop me a line.

Narrative in Virtual Reality: 3 Ways to Make Your Story Shine

"With a surge of experiences and improving hardware, virtual reality games are on track to break out of their niche status and become more mainstream. While many of these titles have excellent gameplay elements, audience retention remains a core problem..."

(Click to read more)


Dungeons, Dragons, and Designing Narrative in Three Dimensions

A few weeks ago, a friend of mine introduced me to Dungeons & Dragons. In one of my first sessions, he said something that stuck with me:

“Video games have ruined D&D...”

(Click to read more)



Bennett Smith resides in Los Angeles, but works all over the world.

A graduate of Boston College, his first screenplay was a finalist in Disney’s Feature Fellowship Program in 2007. This opportunity opened doors for Bennett, who was quickly hired as a writing consultant on interactive projects. He led a writing team that partnered with EA on a relaunch of one of his favorite IP’s, Command & Conquer, before moving onto story editing on Guerrilla Game’s Killzone franchise and writing atmospheric dialogue for Sucker Punch’s inFamous.

Bennett’s passion for the collaborative process led him to work as a performance director and narrative consultant for story-driven video games, amassing over 30 credits in an eight-year span, including Destiny, Fallout 4, Dishonored 2, Prey, Murdered: Soul Suspect, Elder Scrolls: Skyrim, and many more. He has worked on titles of every scope, from mobile, to triple-A, to VR, and everything in between.

Bennett has also been hired as a writer and producer on a numerous film and television projects. His love of writing led him to pen his first novel, a techno-thriller titled, God Pharm, published by DiAngelo Publications in 2016.

When Bennett is not writing or directing, he can be found hiking the mountains of Southern California. He is an avid motorcyclist, a global traveller, and enjoys learning obscure facts about the mysteries of space.