Collection of Past Projects

I’ve worked on a lot of games, products, museum installations, social experiments, and prototypes. It felt wrong to leave them off my website, so here’s a collection of fun visuals from over the years. This isn’t comprehensive, just some of my favorites.

High Fidelity

There were a lot more ‘useful’ things I worked on at High Fidelity related to the user experience of the platform including the marketplace, social features, and creation tools in VR, desktop, and mobile… but the avatars I made were the most popular and fun.

This experience was created to best showcase the haptic capabilities of Immersion’s Haptic Lab using Nintendo Switch Joy-Cons. I designed a short, figure-8-style level intended for quick, repeatable play on a conference floor (Unite 2017), starting with a greybox layout and refining it by flying the spaceship to ensure smooth navigation through tight turns and assets. I created a particle effect for the checkpoints, selected assets alongside another designer, and handled all environment design. I also integrated the Nintendo SDK, mapped controls to the Joy-Cons, implemented haptic effects, and deployed the final experience to the Nintendo Switch.

Immersion Corporation

Candy Sack is a mobile, arcade style game where the player uses their touch to collect candy while avoiding dangerous objects. As the player’s score rises, the size of the touch space grows, adding difficulty to object avoidance. The game uses a leaderboard through Google Play to show high scores. This was the first game I published on Android in 2015, and I made it during a game jam that I organized at my university.

Candy Sack

Acquaintances is a social card game with 89 cards (plus one rule card), each featuring a task that must be completed with someone you’ve never met. Designed to gamify breaking the ice in public spaces, the tasks range from asking how someone’s mom is doing to showing a picture of a pickle. Inspired by Brosmind and Adventure Time, the game’s playful aesthetic complements its humorous, awkward challenges. I co-created it with a friend to make socializing less intimidating, using simple, quick tasks and a compact, portable design to encourage spontaneous interactions anywhere.

Aquaintances

How To: Doctor was an asymmetric social game my team and I created at Global Game Jam in 2018. One person implemented fixes to the patient and the other read the patient manual to help the player fix the patient.

How To: Doctor

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