Tales of Fablecraft
Role: VP, Creative Director — Brand, Product Vision, Narrative, Marketing
Company: Riftweaver Game Studio
Building a digital-first tabletop RPG, from funding to launch
As VP, Creative Director at this VC-backed startup, I joined as the third hire and helped build the company from the ground up. I helped raise $12M in funding, designed the initial brand and product prototypes, and led creative direction for the platform and its world. I managed an international team across product design, art direction, narrative worldbuilding, marketing, and creator partnerships, while staying hands-on in the game, interface, and storytelling.
Combining a fully integrated platform, game system, and original fantasy world, Fablecraft features built-in video chat, a turn-based combat engine, and streamlined storytelling tools that make starting and running a campaign seamless across devices.
The Game Master Guide (GMG) is core to Fablecraft’s promise of approachability and one of my favorite parts of the product. Instead of requiring Game Masters to study lore and rules before running a session, the GMG delivers story beats, encounters, assets, and tools exactly when they’re needed. It dramatically reduces prep time for GMs and helps keep things organized when players inevitably go off the rails.
Integrated voice and video chat lets players run an entire session inside Fablecraft—no Zoom or second apps required. Video can be hidden in favor of voice chat, text messaging, cursor pings, and a library of custom reaction emojis designed for quick communication during play.
Players can run sessions across Steam and iOS, with Android coming soon. So if you collect a potion, save a karma cat, or trick a dragon, you can rest assured that all of your information will sync.
Beyond the UI, Fablecraft needed a world, and a lot of content to bring it to life.
In partnership with our lead writer, I created Mythas, the world at the heart of Fablecraft: a setting rich with original cultures, creatures, magic, and lore. A big part of my job was finding and directing a global team of artists, animators, voice actors, and composers. I wrote the art briefs and guided feedback to refine everything players see in-game.
I also co-wrote and edited our adventures, helping shape Mythas into a world that feels alive. Each adventure includes animated environments, battlemaps, characters, creatures, inventory items, sound effects, voiceover, and original scores.
Full Storybook: The Book of Mythas