As my contract with The Wilson Center’s Serious Games Initiative comes to a close, I wanted to do a walk through of some of the projects I have worked on over the past year. Working at the think tank has been pretty eye opening for me: I have been able to connect and work with people who are passionate about research in multiple areas and who support games as a medium for informing the public. My work with the Wilson Center has traveled to other countries, been viewed by people across the globe, and has allowed me to meet some of the best in the serious games space. I’ll carry the lessons and opportunities with me for a lifetime.
Here is a look at some of the prototypes I made during my time at the center :
Continue reading The Wilson Center: Selected Prototypes
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!
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.
Continue reading Together We Weather The Storm
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.
- Electronic Literature Organization Conference- July 2017
- SAAM Arcade- August 2017
- Tangible, Embedded and Embodied Interaction (TEI) Conference- March 2018
Thanks to taking a course in 2D art, I now have a tiny game featuring my (mediocre) pixel art!
Witch Pup is a character I originally made for inktober 2016 that I decided to use as my base for this pixel art project. While I still have a lot of work to do to hone my pixel skills, it was still a lot of fun! It also helped me brush up on my construct 2 skills, makes me want to pick it back up again.
Below are some of the sprites and backgrounds I used for this project. If you’d like to play around in this little art experiment, head on over to the scirra arcade!