Working at the MIT-Singapore GAMBIT Game Lab was my first experience with game development. Work there composed of two main phases: semester prototyping, during which game ideas would be rapidly generated and explored, and the summer program, where American and Singaporean students would work full-time over a summer to take an idea from concept to working prototype.
I begun at GAMBIT as QA, but progressed through roles in game and level design, production, and development. Below are some highlighted projects.
Stranded in Singapore
Stranded in Singapore is an exploration in how an point-and-click adventure game can be use procedurally generated puzzles. For this project I was working as our team's producer, helping manage workflow for a team of ten multidiscipline students. Set in Singapore, the player is tasked with helping Aunt Meemagi run errands in pursuit of a "true" Singapore experience.
Seer was one of the games created as part of The Sophocles Project. Developed in tandem with Yet One Word (below) I was worked as our lead designer, including UX and level design.
Play as a mysterious figure in a rubber ducky to explore a dark seascape. Like in Oedipus Rex, the play this game was based on, exploration and revelation could unveil far more than what the player may have wanted.
Yet One Word
Yet One Word is one of my favorite projects I've ever been involved with, for several reasons. Besides the general UX and level design processes, I'm very proud of the core game design and how it represents Oedipus' redemption in Oedipus at Colonus.
In this game, the player is tasked with progressing upwards. To do so, they must become more empowered in the game by reflecting on choices and relationships they've made in real life. Through this reflection, they'll become more powerful, and eventually find escape.
Abandon Complete was an expansion of Abandon, a game from the previous summer. For the initial project I worked as the Lead QA tester, and for the expansion I transitioned to level and game design.
The core research idea behind this game was using a special tool to rapidly animate any applied mesh. We used this to create nightmarish mazes full of random objects, from giant robots to toilets, that the player must navigate to escape.