iThrive Games, 2015-2018
Creative Director | Companions, Filament Games | PC
- Determined the goals and risks involved with the project
- Met regularly with the development team to assess progress, offer suggestions, and ask questions to keep the project on track
- Act as a liaison between the development studio and the iThrive team
- Report regularly to the iThrive team about the project
Creative Director | Cycles of Empathy, First Playable | PC
- Determined the goals and risks involved with the project
- Met regularly with the development team to assess progress, offer suggestions, and ask questions to keep the project on track
- Act as a liaison between the development studio and the iThrive team
- Report regularly to the iThrive team about the project
Creative Director | The Sculptor’s Journey, Carnegie Mellon ETC | Board Game
- Determined the goals and risks involved with the project
- Met regularly with the development team to assess progress, offer suggestions, and ask questions to keep the project on track
- Act as a liaison between the development studio and the iThrive team
- Report regularly to the iThrive team about the project
Creative Director | (Untitled Empathy Game), Carnegie Mellon ETC | PC
- Determined the goals and risks involved with the project
- Met regularly with the development team to assess progress, offer suggestions, and ask questions to keep the project on track
- Act as a liaison between the development studio and the iThrive team
- Report regularly to the iThrive team about the project
Creative Director | (Untitled Curiosity Game). Carnegie Mellon ETC | PC
- Determined the goals and risks involved with the project
- Met regularly with the development team to assess progress, offer suggestions, and ask questions to keep the project on track
- Act as a liaison between the development studio and the iThrive team
- Report regularly to the iThrive team about the project
Creative Director | Quilko’s Song, DePaul University | PC
- Determined the goals and risks involved with the project
- Met regularly with the development team to assess progress, offer suggestions, and ask questions to keep the project on track
- Act as a liaison between the development studio and the iThrive team
- Report regularly to the iThrive team about the project
Schell Games, Pittsburgh, PA, 2011- 2015
Writer | Happy Atoms | iOS
- Researched and wrote over 300 “fun facts” about atomic compounds.
Writer | Orion Trail | PC and Orion Trail VR
- Wrote 25 skill checks, 9 player encounters, and 4 away missions.
Composer | GumTrix | iOS
- Composed the final menu music.
- Produced prototype music and adjusted to lead’s feedback.
Writer / Game Designer | The World of Lexica (both Unbound and Seeker)| iOS
- Designed and implemented the Book Oracle and Story Cards features.
- Point person on the Book Item integration system for the 521 books in the game.
- Inserted interactive bookshelves, avatar augmentations, and collectable Inspiration objects into levels using Unity 3d.
- Wrote and implemented quests and over 7,800 lines of character dialogue.
- Completed in-depth book research for the content team with which to base the game more solidly on actual literature.
- Created two content modules including story, level design and world building: “A Garden Affaire,” a playable romance story parodying Jane Austen, and “Mutiny on the HMS Rapscallion,” a pirate adventure module in the style of Robert Louis Stevenson.
Designer | STEM Game | iOS (Unreleased)
- Conducted fast prototyping for mini-games: four complete mini-games in one month.
- Wrote the backstory for the world and its characters.
- Composed musical prototypes for the game music, both main game and mini-games.
Lionel Battle Train | Narrative Designer | iOS
- Designed the game locations, the characters, and the story.
- Wrote the character and tutorial dialogue; named and described the weaponry; designed the achievements system.
- Planned and carried out playtests, and generated related reports.
- Completed in-depth research about monetization methods.
Writer |Tunnel Tail | Android, iOS
- Wrote the combat dialogue.
Narrative Designer / Assistant Sound Designer | PlayForward: Elm City Stories | iOS
- Wrote character dialogue and descriptive text for 12 levels, tutorial text, and mini-game text for 4 mini-games.
- Designed the game locations, the characters, and the story.
- Conducted voice casting, voice recording and editing of all voiceover files.
Designer / Composer / Assistant Engineer | QWOP-style Dating Sim | PC (Proof of Concept)
- Coded the following in C#: state machines, dialogue, music player, string randomizers.
- Created the mathematical associations between emotions and positions on a facial rigger.
- Composed four original pieces of music.
Designer / Narrative Designer | Principal Measures | (Paper Prototype, Unreleased)
- Co-created a prototype to see whether the emotional mechanics from Papers, Please could be successfully re-created as a game about being the principal of a troubled inner-city high school.
- Wrote all text content for the prototype.
Deathbow Productions LLC, Pittsburgh, PA, 2011-Present
Designer | Reaction | Card Game
- Designed the gameplay based on Global Game Jam theme.
- Wrote content for the cards.
Writer | Trans Against Insanity | Card Game
- Co-wrote a specialized Cards Against Humanity deck for transgender developers to use during their panels in the Diversity Tents at PAX East and PAX Prime.
- Event Designer / Narrative Designer | The GDC Wedding | Gamified Nuptials at GDC 2014
- Used design concepts learned from favorite designers to gamify the event in various ways.
- Wrote a specialized Cards Against Humanity deck to give to guests as event favors.
Designer / Composer | Quick or Dead | Wii
- Co-designed the gameplay based on Global Game Jam theme.
- Composed all game music.
Writing Consultant | Queen At Arms | Web
- Evaluated narrative design and game dialogue.
- Offered detailed notes for how the writing team might improve the product.