Tame those twisty passages with an expert guide.
We’ll help sculpt your narrative, polish your script, and bring it to life with voiceover.
Words, stories, voices—we make them ✨shine✨.
Story therapy and worldbuilding wisdom to channel your creative flow.
Expert-level professional copyediting for all your game text.
Script prep, casting, directing, union project management, and more.
Visit jesshaskins.com for my background and personal work, and meet the rest of the Game Editors on our Team page!
In 2016, I had two parallel careers. I’d studied game design, earned my MFA, and developed games at several NYC indie studios, always with an interest in game writing and telling great interactive stories. At the same time, I’d spent over a decade working professionally as an editor and proofreader in other fields.
I’ve always believed game developers deserve easier access to the same kind of rigorous editorial support that’s a routine part of book publishing and other creative industries. So I wove the two strands of my professional life together to launch Paperback Studio, providing expert editorial services for games and other media.
In 2023, we narrowed our focus exclusively to games and relaunched as The Game Editors.
Highlights from our collaborations.
Louisiana, 1933. Thirty years ago an entire wedding suddenly & mysteriously vanished on the island of Devil's Rock, and with it went the location of the lost treasure of Bellemore Manor. To find it, you might need to die too. A cozy, story-driven, point & click adventure game of the merry & macabre.
Foolish Mortals is The Game Editors’ first external voiceover production project. Inklingwood Studios tapped us to handle the game’s VO from beginning to end—script editing, budgeting and project planning, casting, directing, and editing the final VO files.
We were pleased to be able to bring our recent experience from developing Rosewater, our first union game, and help make Foolish Mortals another SAG-AFTRA–approved union project with a stellar international cast.
We worked with localization collective Warlocs to edit the English version of the game text, translated from the original Russian, along with a companion artbook and comic. The edited English text was then used as the base for further localization into six more languages.
One-Eyed Likho’s tone is based in Slavic folklore but also draws on mythology from around the world. Centering on the figure of Likho, or “evil,” a slippery character who appears in numerous guises across different tales, the game draws connections to and features retellings of other tales of the "Polyphemus" type, numbered 1137 in the ATU folklore index. Editing this collection of culturally diverse, thematically related stories was an enjoyable challenge, and we learned a ton on this project—not just about this family of tale types, but also new terms and cultural concepts in Russian clothing, folklore, religious iconography, and architecture.
We’re glad we could help make this gorgeous, moody, striking game more accessible to a wider global audience while honoring its essential Russian cultural and mythic character.
The sequel to Lamplight City, Rosewater is the latest point-and-click adventure game by Francisco González, voiceover producer for The Game Editors, with Jess serving as cowriter and script editor.
We've always loved working with actors and emphasized high-quality dialogue and performance. Rosewater is fully voiced, with an all-star cast including Roger Clark (Red Dead Redemption 2), Cam Clarke (TMNT, Metal Gear Solid), Cissy Jones (Firewatch), and Dave Fennoy (The Walking Dead Season 1). (Check out the behind-the-scenes recordings to see them in action!) With Rosewater, we were among the first to take advantage of SAG-AFTRA's little-used low-budget indie agreement to hire amazing union actors without breaking the bank.
Excited to share our expertise from Lamplight City and Rosewater, we now offer à la carte and package voiceover production services to clients.
PRIM is a creepy-but-cute point’n’click adventure game full of dark humor. When her mother dies, Prim finds out she’s Death’s daughter and now has to live with her father. But the Grim Reaper has strict rules and when Prim breaks them, things take a fatal turn. Can you breathe life into her misery?
PRIM was developed by Common Colors, the studio of German game creator Jonas Fisch, who wrote the game’s German and English versions simultaneously.
The game’s publisher, Application Systems Heidelberg, asked The Game Editors to help out with some narrative consulting and a copyedit of the English text to polish and prepare it for localization into nine other languages. Jess served as principal editor, with Sandra as associate editor and proofreader. Before the final script edit, Jess also reviewed and offered high-level developmental edits on an early draft, which underwent quite a few structural changes to streamline the plot and adjust scope.
Comedy isn’t easy to pull off—but this script was funny and whip-smart, blending humor with some really effective character moments. It also featured quite a bit of poetry and even singing, which is always a fun challenge to translate between languages. This edit was an absolute pleasure, and we think the final result is a real gem.
A sleeper hit created by German developer Anselm Pyta, The Longing was originally written in German and simultaneously translated into English. The publisher, ASH Games, approached The Game Editors to edit the English version of the script and get the text polished and ready for localization into nine additional languages.
Really, the Longing is a game of few words—you have 400 real-time days to spend alone, underground, with no one but yourself to talk to—but that meant that the words that are spoken carry that much more weight. Our task was to honor and enhance the wry, laconic, poetic tone of Pyta's script, smoothing out the language while taking care not to lose an essential element of strangeness .
(After release, the game was updated with a considerable library of public domain literature players can read in their entirety to pass the time. While it would have been a hoot, editing books such as the Iliad and Moby Dick was not part of our remit.)
Lamplight City was the first Grundislav Games project that Jess collaborated on.
As script editor, she polished and copyedited all the game's text and extensive character dialogue. As worldbuilding and narrative consultant, she helped develop the game's diverse cast of characters, structure the episodic mystery plot, and shape the Poe- and Dickens-inspired, steampunk-inflected, alternate-history setting of Vespuccia and New Bretagne, the titular Lamplight City.
For some insights on our process, check out the Lamplight City narrative commentary post series. Topics include catching anachronisms, addressing gender diversity, finessing subtext, and punching bigots.
For police detective turned private investigator Miles Fordham, Lamplight City's shadowy corners are just part of the territory. But with his former partner constantly speaking to him from beyond the grave, his grip on sanity is slowly loosening. Can Miles find justice for his clients and track down his partner's killer before his entire world comes apart?
Coral Island is a re-imagined farm sim game set on a tropical island that is inspired by the classics. You're finally leaving Pokyo behind and moving to Coral Island. Grow crops, nurture animals, and befriend the islanders. Decide whether to revitalize not only the town, but also the surrounding coral reefs. It may get tough, but stick with it, because the island is ripe for change.
Stairway Games is a new studio based in Indonesia with a widely distributed multinational team. The Game Editors was tapped to handle the game's editorial needs.
Jess served as lead editor, with Sandra working as primary associate editor on the game.
We edited character dialogue, quests, recipes, hundreds of items, and other in-game text. We also developed a custom style guide for the team and performed extensive QA of text implemented in the game. (Fun fact: "Fall" with a capital F isn't an oversight; it's a style decision. Because the game's calendar has dates like Winter 12 and Spring 3, we decided seasons were like months in this world and should be capitalized!)
We also fell in love with Coral Island. When our work was done, we each spent hundreds more hours simply tending our farms, exploring the ocean floor, and befriending the island's cute villagers.
Cell to Singularity is an idle clicker game about the evolution of life on Earth and the history of technology. Discover the origins of life, learn the history of science and civilization, and unlock the mysteries of the universe as you climb the Divine Tech Tree.
Jess consulted on story and plot progression during the development of the base game in 2019. The question was posed: "The game is called Cell to Singularity. So, what could happen after the Singularity?"
Touching on galactic exploration, becoming a multiplanetary civilization, Dyson spheres, transhumanism, friendly vs. non-friendly AI, and the "paperclip problem," the discussion went to some interesting places!
In 2021, we returned to consult, write, and edit for the game's second expansion, The Beyond, about exploration of the solar system, the galaxy, and the universe. We also contributed content editing and copyediting for a series of limited time events (LTEs) on topics as diverse as the James Webb Space Telescope, fungus, philosophy, pollination, mass extinction events, and deep sea life.
These are a few of the developers, publishers, and teams we’ve had the pleasure of working with.