I was the creative director and a designer, writer, and developer for this game that combined turn-based combat and narrative gameplay to explore the role of hope in the face of seemingly insurmountable challenges.
A paper on the design and feasibility evaluations of Healing Spaces was published as part of the proceedings of the PETRA ’20 Conference on PErvasive Technologies Related to Assistive Environments. I contributed to the paper as second author, particularly in section 4.1 describing the RITE study, which I led during the project’s development.
Named Best Novelty Paper at PETRA 2020 Best Paper Awards
The paper is available here.Continue reading “Publication – Healing Spaces: Feasibility of a multisensory experience for older adults with advanced dementia and their caregivers”
I was a game user researcher on The Best Place to Be, a student project at USC.
The Best Place to Be is a 2.5-dimensional narrative adventure game in which players control a lone character who abandons home to search for utopia in a desolate retro-future overrun by colossal, nightmarish creatures.
I was the research lead for a project by The Being Academy in 2019. I provided the designer with a perspective on positive psychology research and behavioral health interventions, and was also involved in playtest survey design.
“A smart platform that allows caregivers to transform spaces through light, color, sounds, and visuals, turning any environment into a place where older adults living with dementia can focus, engage, and relax.”
I was a designer and usability researcher on this hybrid digital and physical media experience, a USC MFA thesis project by Gabriela Gomes.
“A fun game for friends that leads to deep conversations.”
I contributed as a consultant on design and research-based positive interventions for this two-player mobile game in 2017-2018.
I was second author on ‘Butterfly Lovers: Design rationale of a cooperative virtual reality game for promoting compassion in multigenerational families.’ This article is about a collaborative VR game which was in development at USC’s Creative Media & Behavioral Health Center. I provided content for the literature review, presenting relevant psychological scholarship about games, virtual reality, well-being, resilience, and compassion.
I was the designer and writer of That’s a Secret I’ll Never Tell, an interactive narrative that tells an original story set in the world of Gossip Girl.
A supernatural narrative point-and-click game about death and relationships.
I was a designer, writer, and developer on this game made with Unity.
I was a concept and gameplay designer for this 4-player hidden identity card game that will test your bluffing skills.
A parody of reality TV and dating culture that will bring out your fiercely competitive side.
I was a concept and gameplay designer for this board game.