Games
project

Role: Production Coordinator and Lead QA Tester

What Was Used: Unity, C#, Visual Studio, Vuforia, Axure, ARIS, Trello, Microsoft Office, Github, Agile Development, Scrum

Github Repository

Project Website

What Lies Beneath is a mobile Augmented Reality game based in Dubrovnik, Croatia and developed over the course of five months by a team of nine students. Based in the rich folklore of Dubrovnik's past, the game's purpose is to encourage tourists visiting the city to explore off of the beaten path and discover hidden treasure nestled in historically fascinating locations.

Play as an adventurer sent from the Vatican to the city of Dubrovnik to give aid during their vampire plague. Join forces with the local vampire hunters, or krsnik, as they attempt to wrestle the fate of their future from their monsterous foes.

project

Role: Sole Developer

What Was Used: Unity, C#, Visual Studio, Adobe Creative Suite, Audacity

Github Repository

Current Build

Kiting is a fast paced coop action game featuring two kids trying to evade an endless barage of evil kites. The project was started in Fall 2017 after I wanted to apply what I had learned about Autonomous Agents to a games project. The game is was developed in Unity with art made in Piskel.

Play as one of two kids trapped in a warehouse filled with evil kites trying to attack them. Work together with your teammate to 'kite' incoming enemies into large floor fans to push them out of the game.

project

Role: UI/UX Designer

What Was Used: Unity, C#, Visual Studio, Adobe Creative Suite, Trello, Github

Google Drive

Stellar Standoff is a casual pass-the-phone game where 2-8 players try to be the last space station standing on a newly discovered asteroid. This project is currently in development with four other students as a class project within a month long time period. Look for the final build in December 2018!

Once per turn, each player chooses to shoot an enemy base, load their missile launcher, reflect incoming missiles, or shield their own base. Each space station can take three hits before exploding. Try and outlast the competition!

I am the UI/UX designer for this project. My job entails creating menus, buttons, and tutorial screens. This includes making sure all aspects of the game are responsive, as the final product of this project will be a mobile application. This taught me Unity Canvas as well as scaling issues that can occur with different types of phones.

project

Role: Co-Developer

What Was Used: Pixi.JS, Javascript, Visual Studio Code, Adobe Creative Suite, Github

Github Repository

Game Website

Project IPRE is a 2D shoot em up inspired by popular Dungeons and Dragons podcast The Adventure Zone. The project was co-developed with a peer for a class project. The game was made using Pixi.JS, a 2D Web GL graphics library. Using a tool not made solely for games taught me to create innovative solutions to technical problems that come with nontraditional development.

I was responsible for a majority of the gameplay programming such as controls, bullet spawning, collisions, and power ups while my project partner Declan Behan focused on art, music, and displays. I was also responsible for the project documentation and instructions.

Project IPRE follows the format of a non traditional shoot 'em up game with heavy influences from space and sci-fi genres. In this game the player must fight to outrun The Hunger before it consumes The Starblaster and ends their research of the cosmos.

project

Role: Sole Developer

What Was Used: Unity, C#, Visual Studio, Piskel

Pushing Daisies is a casual connect-three mobile game centered around the process of grief and letting go. The game was conceptualized while taking a course on death and dying as a part of my immersion in psychology. The gameplay is still in an early phase of development with plans for an MVP release in March 2019.

This game was also inspiried in part by a talk given by Professor Robin Hunicke at Reboot Develop 2018 where she discussed her infamous MDA (mechanics, dynamics, aesthetics) Research and how it related to the games she made. She stated that her games start with a feeling or a concept that you want to get across (ie the aesthetics) and work their way backwards to the mechanics.

Utilizing Professor Hunicke's method, I began with a basic concept and worked my way backwards. This allowed me to reevaluate my decisions at every turn to determine if it related back to the central theme of grief.

project

Role: Game Designer, Documentation Wrangler, Game Balancer

What Was Used: Adobe Creative Suite, Microsoft Office, Many many spreadsheets, Laser Cutter, Plywood

Google Drive

Eldritch Archive is a board game based on Cthulhu Mythos created over the course of a four-week development period with four other students as part of a class assignment. Play as one member of a party of scholars seeking Enlightenment from an ancient library hidden deep in the earth and attempt to descend the spiral of madness without becoming all-consumed.

As often is with small group projects, I wore several hats throughout the creation process. My main responsibilities included the creation of an in depth spreadsheet to document iterations of the game balancing process as well as the creation of our team's design document. I also worked with my other teammates to create and change mechanics over the course of the month-long development period.