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Projects

Masters Project

Role: Solo Project

Target Audience: People who suffer from percieved social isolation

Key Insights: How players relate to theit own feelings to a game differs and requires different narrative, and game design implementations. 

Trataka

Role: Solo Project

Target Audience: Struggling Meditators

Key Insights: Creating non explicit scoring system and filtering blue light.

Mindfulness

Role: Solo Project

Target Audience: Beginning meditators and psychonauts.

Key Insights: Meditation as a repetitive action, maps on to game loops very well, allowing for an effective game eliciting mindfulness.

Micro Parasites

Role: Lead Designer

Target Audience: 11-16 year old secondary school students

Key Insights: Working alongside artists to develop a design language for the game to teach players mechanics without explicitly describing them.

Python Problem

Role: Solo Project

Target Audience: Everglade snake catchers

Key Insights: Identifying a specific set of skills that the catchers aren't able to practice except by going out in the field and allowing it to be practised whenever.

Hum Sweet Hum

Role: Lead designer and developer

Target Audience: The team as well as other game jam attendess and participants

Key Insights: Practising my own scripting skills.

Strafer

Role: Lead game designer

Target Audience: local multiplayer enthusiasts

Key Insights: Discovering how to create the illusion of high speeds

Camp'n Chew

Role: Lead Designer

Target Audience: Classrooms

Key Insights: The players can look away in VR at any time, which could make them miss crucial information. Level design can mitigate this as well as presenting the information through intercatables, or audio.

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