Selected Contributions
|
Virtual Disaster Day is the translation of an annual live role-playing scenario to an online platform. Created while a game designer at the LIVE Lab
My position: Systems Designer Published March 26th, 2021 Disaster Day is my first published project. I worked as a systems designer and was responsible for recreating the experience of working in a pop-up hospital during a disaster. The final product was a live educational role-playing scenario which hosted 600+ students over three sessions in March 2021. The Field Hospital portion of the game utilized private VRchat rooms, YouTube livestreams, and a Discord server to simulate a mass casualty incident for participants to address. I was responsible for creating systems to track actions, timing, and player engagement while maintaining a connection to the patient cases provided by the client. Disaster Day was a true test of my skills as a designer. I am especially proud of our ability to complete the project during an actual climate disaster in Texas. The text from the published Field Hospital Player Guide is included in my selected contributions for this project. |
Selected Contributions |
Reamifton North is a resource management simulation game. You play as Cas, the new hire at the post office, and it is your job to keep the place up and running by organizing and delivering packages. Team: Michael Black, Jared Derry, Josey Meyer, Montserrat Patino, and myself.
My position: Narrative Designer August 19 - November 19, 2020 Fall game project as part of the online seminar series Applied Games Studies graciously hosted by Danube University Krems. Our team was tasked with creating a serious games project and we met the challenge with a game focused on the United States Postal Service, allowing us to tackle a variety of issues within the narrative and gameplay. All development for this project was done online during the pandemic. Following the end of the semester, Reamifton North was presented at the 2020 FROG Conference. Our team's paper about the game was published in the conference anthology, A Ludic Society, in 2021. I primarily worked as a narrative designer and artist. I wrote all in-game dialogue and created newspapers to frame the status of the world. The game is based on 2020 America but exists in an alternate universe called Samailica, where the USPS is the United Alliance Postage Assistance. The game currently exists as a proof of concept prototype, and, if continued, would highlight current issues including economic inequality, racial inequality, voter suppression, and pandemic aid. |
Threshold is a casual adventure where new rooms open randomly as the player explores. Narrative elements are built into its core gameplay and the player can experience multiple endings. Team: Alex Babineaux, Reagan Biediger, Alyssa Cassity, Amelia McCarthy, and myself.
My position: Game Designer, Project Manager Spring 2021 Threshold was my final game studio project at Texas A&M University. As a senior, I led a team of five in creating a narrative-based dungeon crawler over the course of fourteen weeks. I was responsible for project management, game design, menu/cutscene programming, UI assets, character modeling, and surfacing. While I have led teams in other capacities, leading a game project was a new challenge. I enjoyed getting to know each member and learning what they could add to the project beyond their stated role. Balancing work and health was a challenge during a semester with adverse weather and rounds of vaccinations. I am very proud of the final game; I feel each member's contribution brought a new layer of excellence to this project. The full game design document is included in the selected contributions for this project. |
Selected Contributions
|
Njörun of DreamsPremise: Njörun, the Norse goddess of dreams, has trapped the Sailor on an island. The Sailor must escape her clutches before she catches them, or before they fall asleep forever! Team: Sean Ervin, Cassandra Galves, Sean Hollinshead, Colin Lantz, Emma Simoni, Johanna Skarbek, and myself.
My position: Generalist, UI & Surfacing Summer 2020 Summer Industry Studio game project created in a 10-week summer course during the COVID-19 pandemic. I worked as a game designer and a generalist for this project, creating updates and direction for the Game Design Document as well as filling in any gaps for development, sound design, and texturing. A selection of my texturing work and a few menus I built in Unreal 4 are in the gallery to the right. Much of this course was spent troubleshooting, collaborating, and ensuring we did not step out of scope. Working solely online proved to be a unique challenge for the project. The final game is beautiful and could not have been completed without my team, Aether 7! |
Selected Contributions |
Valley of the SphinxPremise: Welcome to the Valley of the Sphinx! To make it out alive, you must face other travelers in a classic shell game to win offerings for the terrible Sphinx. Hurry before the dehydration sets in! Team: Julia Delaney, Brooke Floyd, and myself.
My position: Programmer, Concept Artist, UI Designer Fall 2019 Studio project as part of Texas A&M's Visualization program. I was responsible for narrative design, environment design, and UI art and implementation. I created and implemented all UI elements save for the bag item created by Brooke. I developed the hydration system that became the core mechanic alongside the cup game. I assisted in tying the cup game mechanic into our UI. I designed the Sphinx character's look, modeled the head and hair, and textured the Sphinx within Substance Painter. This was a very ambitious model for someone new to 3D modeling software, and I am proud of how it turned out with the help of my teammates! |
Selected Contributions |