Game Experience
Graduate Program Thesis
a PC game aimed at non-gaming adult women
I am in the initial stages of documenting my designs and further developing design ideas from the early stages of the game’s conception.
The Nut Job Game
a classic platformer promotional, web-based game
Flash/Actionscript
Project Duration: October 2010 - present
My Roles:
Game Designer – The other designers and I collaborated on generating the overall concept, themes, and gameplay elements.
Level Designer – I and my design partner took the ideas we generated for the game and implemented them into challenging platformer levels with many hidden tricks and creative problem solving puzzles.
Producer/Manager – I and my design partner also produced the game and managed the game developers, which were approximately 200 first-year undergraduate game development students. We organized the workflow and pipeline, reviewed and gave feedback on all the assets the students created, and made critical design choices throughout the process.
Bolts & Blip: The Game
a collection of promotional, web-based mini-games
Unity
Project Duration: October 2010 – May 2011
My Roles:
Game Designer - The other designers and I collaborated on generating the overall concept, themes, and gameplay elements. We drew heavily from the source materials to develop our design choices, and produced a set of mini-games that echo the source material directly.
Doc Zombie
a game component of a transmedia project
Unity
Project Duration: October 2010 – April 2010
My Roles:
Game Designer - The other designers and I collaborated on generating the overall concept, themes, and gameplay elements. We were given the task of making this component further the narrative started in the other transmedia components.
Poundlings
a children’s board game
Project Duration: October 2010 – January 2011
My Roles:
Game Designer – I designed this game from scratch myself. After formulating the initial permutation of the game, I built a prototype that I proceeded to subject to several rounds of play testing with a variety of audiences. With the information I attained from the play testing, I was able to find an incarnation that works quite well for the target audience, and I have built a final prototype to present to potential publishers.
a critical-gaming project, practical component
Project Duration: March 26th, 2008 – March 31st, 2008
My Roles:
Game Designer - I co-created this game in response to a project concerned about the stereotypes found in some of today’s games. My partner and I had a week to create a critical gaming-style game from scratch that examined these in-game stereotypes. We designed Hoe Down! as a subversion of the negative stereotypes and demeaning roles of women in the Grand Theft Auto series.
Game Developer, Art and Programming – I created the art work by myself and shared most of the coding responsibilities’ with my partner.