The Curse of Lavagedara is a game that resulted from Round 5 of my Building Virtual Worlds class during my graduate studies at Carnegie Mellon’s Entertainment Technology Center. I was a part of a team of five which consisted of two programmers, two artists, and a sound designer and we were given three weeks to make a game for the Valve Index VR device with the addition of four computers. The Curse of Lavagedara is an asymmetric multiplayer game where a single VR player uses spells to slow or prevent the four PC players from getting to the center of the maze. The curse is that the player who defeats Lavagedara is the player who, in time, becomes the next incarnation of Lavagedara.
In the first iteration, the maze was square shaped and composed of smaller colored squares. The VR player had the power to rotate all squares of one color in an attempt to thwart the PC players’ progress. The maze proved too complicated to navigate and the VR player was too powerful. The latest iteration involves a circular maze divided into layers where each layer is made of four quadrants. The VR player can drop spells into a quadrant to unleash harmful effects on the PC players who happen to be located in that part of the maze. I specifically worked on the design of the maze and focused on getting as close to a balanced multiplayer experience as we could.
The Ring Toss experience is more of an interactive experience than a game which resulted from Round 4 of my Building Virtual Worlds class during my graduate studies at Carnegie Mellon’s Entertainment Technology Center. I was a part of a team of five that consisted of two programmers, two artists, and a sound designer and we were given two weeks to make the story focused experience for the Occulus Rift S VR device. The player plays as a father who does not give enough attention to his daughter who wants him to win a specific bear at a carnival. An argument leads to the daughter running into the street and get hit by a food truck. Filled with immense regret, the father jumps at the miraculous opportunity to be a time travel test subject. Given a second chance, the father makes sure to win his daughter that bear. While not the most successful world I’ve worked on, it was still a good learning experience. I specifically did more timeline work to have various story events happen when they were supposed to happen.
Safari Pinball is a game that resulted from Round 3 of my Building Virtual Worlds class during my graduate studies at Carnegie Mellon’s Entertainment Technology Center. I was a part of a team of five which consisted of two programmers, two artists, and a sound designer and we were given one week to make a game for Leap Motion attached to an Occulus Rift S Headset. The game on the surface is a simple pinball game, but the thing that makes our game unique is that the player’s physical hands are the flippers with which to hit the ball, and board or play area of the pinball game completely surrounds the player rather than merely being in front of them. I specifically worked on layout of the play area and the code for the points and lives systems.
Unearthed is a game that resulted from Round 2 of my Building Virtual Worlds class during my graduate studies at Carnegie Mellon’s Entertainment Technology Center. I was a part of a team of five that consisted of two programmers, two artists, and a sound designer and we were given two weeks to make a game for the HTC Vive VR device. Unearthed is a short story driven experience where the player digs to find shards of a mural that detail a tragic love story. Once the mural is complete, it turns into a mirror to convey that the player is the protagonist of that story. I specifically worked on timelines that were used to have the world change around the player as more shards of the mural were dug up.
DIEt is a game that resulted from Round 1 of my Building Virtual Worlds class during my graduate studies at Carnegie Mellon’s Entertainment Technology Center. I was a part of a team of five which consisted of two programmers, two artists, and a sound designer and we were given two weeks to make a game for the Magic Leap AR device. DIEt is an area defense game where the player uses a fork (controller) to prevent unhealthy foods from being eaten by your friend who wants a midnight snack. This is done by either stabbing the foods before they get to the plate or swiping them off of the plate before your friend eats her next helping of food. I specifically worked on the food spawning and movement which affected game balance.
Glyph is a tabletop game that resulted from my participation in the Pittsburgh’s chapter of the International Game Developers Association’s Annual Board Game Jam. I was part of a five person team, two students programming background and three students with an art background, who prototyped and iterated a four-player stone placing puzzle game where players try to maximize points by filling personal shapes, that represent different language characters, with colored stones that are worth more to them based on a randomly assigned color value sheet.
During my senior year of undergrad, as a part of a four person team consisting of a programmer and three artists, I prototyped a deck-building card game about electricity production and carbon emissions. The goal of the game is to produce and sell energy to upgrade infrastructure and eventually reach a threshold of wealth before the other players, all while dealing with, or not, the pollution that results from producing the energy in the first place.
The game was iterated upon over the course of multiple playtests. Initially, the game experimented with the idea of the game not being fun to play to support the lesson that polluting the planet for a profit is a bad thing. In practice, we found that if the game is not any fun, no one will play it and thus the lesson won’t even have a chance to be learnt. Changes were made to make the game tolerable, while still attempting to make the players struggle with how their play was affecting the simulated environment.
Escape to Planet Earth is a point and click puzzle game I worked on for my capstone game group project class during my senior year undergrad. Working in a team of four, two programmers and two artists, we developed the game using the agile development method where we added new features to the game in multiple two week sprints. I was the Game Design Lead for the team, and I created and balanced a number of the puzzles in the game.
Derailed is an infinite runner type of mobile game where the player places different track pieces to avoid crashing the train into obstacles, move the train in the direction of gold collectibles, or deliver the gold to various stations. All the while, train will slowly start to move faster and the player must speed up with it to prevent the train from derailing. I worked on this game in 2014 during the summer before my senior year of high school as a part of a five person team while I attended Carnegie Mellon University’s National High School Game Academy six-week summer program. For a time after release, the game was available on the Apple App store and the Google Play store, but the page for it appears to have been removed since then.