Showing 16 Result(s)

HeroCard: Nightmare

An exploration game with a modular board where players controlled their own pieces but could also control opponents’ nightmares.  Release Date: October 2005 A successful experiment in fusing our card game engine with horror mechanics, to try to evoke feelings of helplessness and doom. Role: Design Support

Martinis & Men

A casual matching game, perfect for parties, with a flirtatious theme. The design itself was fairly straightforward, but keeping the rules simple enough to be learnable at a party, while maintaining enough depth to be fun, was an interesting challenge. In this matchmaking game, players try to pair up characters from the cards in their …

Diner Dash 5: Boom!

Led design on the fifth installment of the Diner Dash series. Release Date: March 2010 The challenge with this project was how to build an experience that would expand what was possible in the Diner Dash universe while still maintaining the core audience’s engagement with a product they loved. The planning and prototyping phase was …

Parking Dash

A different take on the “Dash” genre of time management games, I wrote the majority of the script for the narrative of the game, along with designing and developing many of the characters. Our story revolved around Karma, a can-do girl who discovered that she had inherited property from a mysterious uncle. Her eyes filled …

Endless Web of Dreamers

An in-house project at UCSC, with a lead designer (myself), and engineer (the brilliant Gillian Smith), and a team of undergrad engineers, artists, and even a musician. This was an exciting, experimental project, fusing Gillian’s procedural level generator with my ideas around systemic exploration. Players manipulate the generator itself to build new types of levels …

Mystery Play: An Apocalyptic Celebration

Mystery Play was a week long Alternate Reality Game that I ran twice as my thesis project at UCSC. Release Date: June 2012 In the tradition of MFA projects, it was a woolly, wild experience, where I learned a lot in a short time. The story asked players to interact with twelve mysterious entities through …