A 2D point-and-click adventure game with a heavy focus on narrative made by a team of my peers from my MFA program. We are creating a dialogue driven game but with the catch that there will be no written text.
Myself and Mary Kenney are the lead narrative designers on the project.
The year is 2057.
You are Astrid, a teenager living in a remote settlement called Seneca. After a catastrophic incident and the introduction of brain altering particles into the atmosphere, natural speech patterns have been disrupted. Like everyone in this world, you can communicate only by using a HARTO, a translation machine.
Life in Seneca is rigid and fairly colorless. Everyone speaks through machines and because of this, society has become quite cold and distant. But a shadow world exists just outside of the realm of Seneca's dimension and the creatures and mysteries there are anything but. As Astrid, you must venture there to uncover the secrets of your past and possibly save your future.
Concept art by Mel Kim.
A twine game created for a prompt where the only requirements were to somehow involve a bank.
A young adult novel I self-published in 2015. While it may be a bit dated at this point and no longer reflect my talent as a writer, it certainly is a mark of my commitment to projects and my ability to dig in for the long haul.
MEMPHIS is a completed young adult novel about a young woman surviving a zombie apocalypse. It is around 85,000 words in total.
While I do not expect it to be read in full, I believe it is an important aspect of my potential. The aim of this project was to finish a full length novel that could be published. It was a creative venture to explore my skills as a world builder and storyteller. I also wanted to explore the craft of narrative as a whole and take on a colossal project by myself.
I learned a great deal from this project. I learned how to pace myself, in both scene setting and the physical aspects of writing a full length story. I also learned how to craft a believable plot line and characters. Even though this was a solitary project, I used my friends and acquaintances to create a team of people willing to give me constructive criticism and feedback. I believe I also truly discovered the kind of grit it takes to finish a project of this size, edit it and take the time to send it to various publishers. It was enlightening to put my work out into the world and be vulnerable to the outcomes.
A game made in ChoiceScript about a deal gone wrong. The purpose of this game was to explore a character in conflict with the world somehow.
Attended Game Developers Conference 2017 and the 17th Annual Women in Gaming Luncheon with Xbox as a Game Changer.
"Are you a game changer? Calling all women new to the Games Industry
Xbox is giving 30 women currently enrolled in college or less than two years’ industry experience the opportunity to attend the Game Developers Conference – all you have to tell us is what motivates you and why you think you’re a game changer! Selected winners will receive an All-Access Pass to the Games Developer Conference, a ticket to the Women in Gaming luncheon, and dedicated mentoring and networking opportunities with leaders from Xbox and the games industry. "