Solanum is a turn-based card battler RPG made in Unity and developed in collaboration with Iwo Kmiecik and Kisa Rodriguez initially over the course of five weeks, with an additional three weeks dedicated to UI/UX.
I acted as lead game designer and developer, designing the card game via a paper prototype and later implementing it into Unity, which included the development of a four-class class system with different decks for each class, a system that auto-repopulates your hand based off of a 20-card inventory, as well as the development of a competitive enemy AI. I also implemented Ink to use for our narrative system. As UX designer for the game, I designed the wireframes and also was responsible for the creation and implementation of interaction design.
Simulation is a VR game/interactive art piece about the idea of "living in a simulation" (and subsequently breaking out of it) made in Unity and developed in collaboration with Soph Katsivelos and Arshia Jaiswal over the course of eight weeks. It is a site specific experience designed to be played on a Meta Quest 2 VR headset in Pratt Institute's spatial computing room.
I designed the gameplay and handled the gameplay framework, which included setting up passthrough in-engine, scripting in-game interactions, particularly spawning in the throwable cube, the puppets' reactions to being hit with the cube, and the destruction of passthrough walls upon collision with a cube.
Improv Night is a QTE-based minigame made in Unity and developed in collaboration with Jasper Hahn over the course of 72 hours for Global Game Jam 2024, centered around the theme "make me laugh".
I designed and implemented the gameplay, which centers around hitting the space bar in response to a QTE prompted by an audience member in order to quip back with a (meme-inspired) joke, as well as handled sound design, which was intended to mimic the jazzy feel of a comedy club. Improv Night was awarded "MOST HONKTASTIC" game at the Pratt Game Arts 2024 Global Game Jam site.
Megalopolis is a tabletop roleplaying game for four players developed independently over the course of four weeks that explores the notion of urban societal collapse.
I concentrated primarily on narrative and systems design for this game, which involved the writing of 30 different narrative scenarios and the designing of a dice-based voting system that players use to determine how to proceed without being able to see each others' votes, a resource management system involving the management of in-game money, manpower, and reputation, and the designing of independent quests given to each player that helps to determine the morality of their character and assists in creating and shaping inter-group tension as the game proceeds.
Kingsguard is a perfect information board game for two players developed independently over the course of four weeks, where the aim is to capture the other player's king by immobilizing it on the board.
I designed the board and gameplay of four different pieces, two of which (squares, which halt piece movement, and triangles, which redirect piece movement depending on their orientation) serve as obstacles that are placed around the board that either halt or redirect the movement of pieces, and the other two of which (circle pieces, which can only be moved in a straight line and must continue until they are redirected or stopped by an obstacle or wall, and the king, which can move omnidirectionally and stop as desired) serve as the actual pieces moved by the player.