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.


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 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.