Entertainment Technology Center, 2013
fluxWhile most projects at the ETC are client-based, we chose to pitch a project for our last semester. We were interested in exploring the question “Can a space communicate a story about the people who have been through it?” by designing and fabricating a series of interactive, art installations. Because my focus is game design, this was a departure from the focus of my curriculum. It was important to me to expand what I was working in during school to explore the challenges associated with production of a physical artifact. We prototypes several installations in the first half of the semester, and then fabricated two of them ourselves during the second half of the semester.

Role: Producer and Experience Designer

One of our installations that encourages guests to leave a message in a bottle. All messages are deleted once heard.

Pixel Pushers
Entertainment Technology Center, 2012
fluxPixel Pushers is an educational game and modification project developed under the supervision of our client, MinecraftEdu. We created several lessons on specific subjects that are playable within the MinecraftEdu framework and oriented for middle school instruction. We also authored a toolset that allows teachers to monitor and review their students’ progress.
I prototyped science lessons ranging from the scientific method to orbital patterns of electrons to topographic contour lines. The idea for the contour lesson was to used different colors of blocks to trace lines around a mountain inside Minecraft. When each line is down, students can fly above it to observe when depth is removed the lines provide information about topology.

Role: Game Designer

A partially complete lesson for topographic contour lines.

Building Virtual Worlds – Fall 2011

Building Virtual Worlds is a course that brings together students with various talents and perspectives to collaborate and rapidly prototype interactive experiences on various platforms such as Microsoft Kinect, Head Mounted Display, Nintendo WiiMotes, and others. For every round, the students are shuffled into teams which include a programmer, a 3D modeler, a 2D/Texture artist, and a sound designer. Each round has a theme and a specific time line (usually 1-3 weeks) associated with it.

My main contribution to these projects was textures and 2D art, and I collaborated on the game design and interaction development. In addition to these roles, I was elected in four of the five group rounds to serve as a producer for the team. Throughout the course, I frequently used Autodesk 3ds Max 2012, Adobe Photoshop CS5.5, and Adobe After Effects CS5.5. I also began to learn Autodesk Mudbox 2012. All game development was done in Unity.


Orientation to Textures


The Shaft
Underground Survival Experience


Space Exploration Game


Court of Balance
Multiplayer Cellphone Balance Game


The Last Day
Storytelling Experience


Abstract Exploration Game