The Dealer is a visceral, interactive and procedurally generated VR poker game that takes place in purgatory, reimagined as a sleazy casino. Players step into the shoes of a poker dealer on their first day on the job, dealing to a rogue gallery of diverse characters who are playing for their ticket out of purgatory.
These characters range from a 15th century disgraced knight to an awkward millennial teenager, all of whom have died without being quite good enough or bad enough to move on to the afterlife. Now they play in a game where the stakes are high and the money can make or break their way out of endless stagnation. As the dealer, you get to know these strange people and try to deal the best game you can in order to earn tips and someday, buy your own way out of purgatory. Of course, if you happen to like a certain character more than others you can cheat -- so long as the ever watchful eye in the sky doesn’t catch you doing it. The people who run this casino don’t take kindly to anyone tipping the scales.
With a robust AI system and interactive table, players deal a fully functional and informed poker game. They can throw physics enabled cards, chips and direct the flow of each hand. All the while, the dealer may listen as characters talk to themselves and one another, revealing their developed backstories.
We believe that narrative in VR is an area that has not been fully explored. There is much untapped potential there and the most exciting aspect of our project is pushing the boundaries of what has already been established in the medium. We also believe the experience of playing as the dealer gives our game a unique edge in the realm of poker games, and that the observant nature of the dealer position lends itself to a fascinating narrative experience by observation.
Source Detective, P.I.
A game geared towards middle school and high schoolers about the importance of checking sources. Collaborated with the company iCivics to make an informative game that could be used as a supplement to lesson plans in the classroom.
Source Detective, P.I. allows children to take on the role of hard boiled female detective in a news personified world. As detectives, they interrogate various 'articles' to determine their credibility. Students walk away from this game knowing what key points to look at to determine an article's credibility on the internet.
Writing: Taylor Cyr
Art & Programming: Mel Kim
Programming: David Frisch
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. "