Games

game design

I’ve designed video games in Twine, GDevelop, Unity, and even Google Sheets. Most of the games have social justice or cultural critique as an underlying theme.

right_space

My most recent game, right_space, uses limited game controls to emphasize how starting with limited resources limits upward mobility. By only having two controls, right and space (jump), the player’s actions are limited: there is no going back if a mistake is made and the consequences will be felt for the remainder of the (short) game.

What initially started as a minimalist black-and-white platformer turned into a colorful platformer with various coin values, different musical cues, and commentary written on the walls throughout the game.

You can play right_space on itch.io here. Playtime is anywhere from thirty seconds to three minutes.

I’d be interested to hear your high score in the game!

Something Wild

Something Wild, a mixed modality game using fiber arts and digital storytelling, is a serious game about loss and grief. The game is a choose-your-own-adventure about returning home in the wake of loss, not for a funeral, but for the aftermath. It is the product of my own experiences with loss during the global COVID-19 pandemic.

In framing Something Wild, I looked to Tsing’s (2018) discussions of precarity and blasted landscapes, and Haraway’s (2016) discussion of “untold stories—those that need a restitched seedbag and a travelling sower to hollow out a place to flourish after the catastrophes.” Through the lens of the game, I reimagined grief as a “blasted landscape” and invited the player to physically explore that space via decision trees, wherein the player gathers and collects objects, encounters companions, and stitches a literal map through the narrator’s memories and grief.

There was a single playtest for Something Wild, and the result was a chaotic and messy map of grief and renewal.

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