megan kennedy

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solanum - lead game designer & programmer, ux designer

solanum is a turn-based card battler RPG made in unity and developed in collaboration with iwo kmiecik and kisa rodriguez. all gameplay was designed and programmed in the span 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 - gameplay designer & programmer

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 - gameplay designer, programmer & sound designer

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 - game & narrative designer

megalopolis is a tabletop roleplaying game for four players that explores the notion of urban societal collapse. i developed megalopolis over the span of four weeks, including writing 30 different narrative scenarios and designing 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 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 - game designer

kingsguard is a perfect information board game for two players where the aim is to capture the other player's king by immobilizing it on the board. i developed kingsguard independently over the course of four weeks, including designing the board and the creation and game design 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.