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Bri Writes

Games Round Up: Conservation & Community

As part of my work at the Woodrow Wilson Center’s Serious Games Initiative, I will be writing blog posts about serious/impact games. These write-ups will get cross posted here with a link to the original  on the Wilson Website.

This blog post was written in collaboration with Kyle Mitchell

You can find the original post on the Science and Technology Innovation Program website.

Continue reading “Games Round Up: Conservation & Community”

Bri Devs

Recent Interview with SOC Blog

I recently did an interview with Savitree Jeamkijrung for the AU School of Communications blog. I was asked about how I decided to pursue a degree  in video games and what advice I would give to others who want to make games. The questions were pretty thoughtful, and I hope I was able to give some good advice.

If you’d like to see the interview click here!

Bri Writes

Games Round Up: Women of STEM

As part of my work at the Woodrow Wilson Center’s Serious Games Initiative, I will be writing blog posts about serious/impact games. These write-ups will get cross posted here with a link to the original  on the Wilson Website.

This blog post was written in collaboration with Evaniya Shakya. 

You can find the original post on the Science and Technology Innovation Program website.

Continue reading “Games Round Up: Women of STEM”

Profound Thought

Games Round Up: Black History Month

As part of my work at the Woodrow Wilson Center’s Serious Games Initiative, I will be writing blog posts about serious/impact games. These write-ups will get cross posted here with a link to the original  on the Wilson Website.

This blog post was written in collaboration with Evaniya Shakya. 

You can find the original post on the Science and Technology Innovation Program website.

Continue reading “Games Round Up: Black History Month”

Bri Devs

Together We Weather The Storm

In January of 2018,  the Director of the Wilson Center’s Serious Games Initiative (SGI) Dr. Elizabeth Newbury will join the Director of the China Environmental Forum Dr. Jennifer Turner in Kunming and Beijing as part of the Storytelling Initiative. Dr. Newbury will be talking to environmental advocates and policy makers in the country about how they can incorporate serious games into their outreach work. As such, Dr. Newbury and the SGI concluded that the best was to teach is by example, and crafted a short role-playing game (RPG) to show the potential of games in this space. This post is to help understand the development process SGI went through in order to make the RPG.

Click here to view a copy of the RPG.

China Larp

Continue reading “Together We Weather The Storm”

Bri Devs

Ask Me About Loom: Loominary in the News

Since it’s completion in may of last year, Loominary has been getting international recognition. And its no wonder: With concept creators Dr. Anne Sullivan and Dr. Josh McCoy mentoring coding sorceress Sarah Hendricks and I, we were able to create something that has enchanted people of all ages. I can’t begin to tell you how lucky I am to have the had the privilege to write stories for the loom and to have collaborated with such wonderful designers.  And as our little loom travels and begins the path to its second iteration, I wanted to mention times when Loominary was featured in conferences and on new sites. If new articles are written or new conferences are attended, this list will update, stay tuned!

And if you’d like to try to make a Loominary game yourself, please feel free to look at our github repository for a list of resources and our code.

 

In the News:

  • Venture Beat gave a brief mention about Loominary when talking to Indie Designer Chris Totten about the Smithsonian American Art Museum (SAAM) Arcade.
  • Slate did a feature on Loominary for it’s Future Tense blog. It goes in depth about the thought process and design ideas of the loom as well as other experiences that use physical textile interfaces.
  • The RFID Journal did an exclusive feature on the loom and the more technical and physical aspects of the design.

At Conferences:

  • Electronic Literature Organization Conference- July 2017
  • SAAM Arcade- August 2017
  • Tangible, Embedded and Embodied Interaction (TEI) Conference- March 2018
Profound Thought

Year Walk: One imposter syndrome-filled designers take on production.

The game Year Walk (Simogo) is a point and touch adventure game initially published for iOS devices on February 21st, 2013. It would then be published through Steam on March of the same year and Nintendo’s WiiU in September. The game put the player in the shoes of Daniel Svensson who, after finding out his lover was to marry a suitor picked by her parents, decides to go about the process of arsgang, otherwise known as “year walking,” to see what the future holds in store for them. On his journey, he meets, and is tested by, several creatures from Swedish folklore that lead him to a devastating truth. The story for Year Walk was originally supposed to be a short film written by Simon Flesser, but after deciding that the act of year walking was a perfect fit for video games, he partnered up with Simogo games to develop the haunting adventure game. For the purposes of assessment, I will do my own take on developing year walk and then going through the steps to publish the game on the PlayStation store.

Continue reading “Year Walk: One imposter syndrome-filled designers take on production.”