Commercial Release
Venus in Transit is a short horror game. It is my first commercial release on Steam and was a solo project developed in just under two months.
The mother vessel is adrift in space, out of fuel and doomed. Your mission is the colony’s only hope for survival. Will you be able to navigate the claustrophobic canyons when your ship begins to fail?
A large portion of development was dedicated to prototyping the "combat" with other characters to make sure it was engaging and easy to understand quickly.
I was invited to speak and the 2022 East Coast Game Conference about this project. When they release the video of my session I will add it below.
Masters Thesis Project
Combating Conspiracy is a multiplayer serious game that aims to teach a mindset that prevents teens from falling into conspiracy theories, by gamifying the curriculums of English and Theory of Knowledge classes. The goal is to develop in players an understanding of what makes a credible source of information and how to think critically about what they see online and in the news. The supporting research for this project is based in how games can be used in education, how games reach a diverse audience, and the evaluation of sources of information.
Graduate Project
Wander is a VR game designed for a group of students in juvenile hall during quarantine, meant to help them manage their stress and lack of ability for self expression. We met with their teacher about their needs and interests and did background research into how the prison system affects kids, and my main takeaway that I wanted to focus on for the design of this project is their lack of opportunity to express themselves as individuals. This was reinforced during our meeting with their teacher, who said they were interested in poetry, writing, and meditation.
For the first part of this project I worked with a partner who focused on the art for the game, and I continued it on my own for the second half of the semester.
Graduate Group Project
For this project each member of my class had to create their own room in Unity that involved some form of generative AI and that built upon our work from earlier in the semester. I took on the role of creating a hub world that would link together everyone's work. I modeled an area for each of my classmates based on one or several of their previous projects and created a script that randomly built a room based on three of these areas.
I was also responsible for implementing the work that my classmates did and I helped them with troubleshooting and by writing a few scripts that could be used to link our scenes together.
Girls Make Games - Lead Unity Counselor and Artist
As the camp counselor I was in charge of directing a team of 15 year old girls to develop a game of their design. Together we created an action platformer with horror undertones created by the mechanics, changing atmosphere, and enemies.
I also worked with them to maintain a cohesive art style throughout their art and mine that would show off their monstrous sea creatures, all based off of their own research into weird but real creatures.
At the end of the camp our game won the grand prize of being finished and published by Girls Make Games.
Undergraduate Final Innovation Project
Orbital Loss is a VR prototype made in Unreal that explores intuitive and non-obtrusive tutorial design that can teach new players without frustrating experienced ones. This was a 12 week solo project.
I maintained various types of documentation and reported regularly to the class's advisors throughout the project. Several of these documents can be found under the "see full design process" button.
I learned a lot about how a game's medium changes the way we play; for example, the biggest design challenge throughout this project was the size and layout of the level. From my research into VR games I found that the ones that limit the level space are the most compelling because they encourage interacting with the things in your immediate area, and this also gave new players a safe place to learn the mechanics.