I designed an escape room experience
in partnership with iam8bit
in Los Angeles and Capcom for the 20th anniversary of the Resident Evil franchise, incorporating elements of past and future game environments to surprise players unfamiliar with the games, and delight those who know them intimately. This version of the room ran in October and November 2016.
I consulted with Bottleneck Immersive
for an escape room at the Alamo Drafthouse in Austin, Texas during Fantastic Fest 2016, helping develop and unify puzzle and design components for a fun and cohesive player experience. (Images via Nerdist
This summer, I worked with Mo Cohen and Hagen Deloss to create Tarotno, a divination card game for up to four players, for a PIGSquad game jam. We showcased it at a PIGSquad event and at XOXO Tabletop 2016. Continue reading
I’ve been on a few podcasts recently, so I wanted to gather them into one place:
Listen To This – I was interviewed by Asher Isbrucker about my “Find Satoshi” project, an attempt to locate a man given only his photograph and first name, part of the Perplex City Alternate Reality Game (ARG) and an experiment in six degrees of separation
Talking To Ghosts – I chat with Wesley Mueller and Michael Kurt about journaling, abandoned spaces in Second Life, the beauty and danger of VR, plot without conflict, and games in physical spaces
Script Lock – a conversation with Max and Nick Folkman and Ian Thomas about moment-driven story design, escape rooms and narrative live action experiences, Punchdrunk’s immersive theatre, environmental storytelling, breaking games, how to write for experiences where you can’t control what the player will do, puzzle design, VR shorthand, and more
This August, I ran a workshop for a PIGSquad event, the Summer Slow Jams 3: alt.ctrl & Tabletop Jam Opening. I now proudly serve on the board for PIGSquad, but I found my way into the community by participating in several years’ worth of game jams, and I think they’re an invaluable way to try out new ideas and learn essential skills, especially project management and scope awareness.
For the kickoff of the alt.ctrl and tabletop jam, I chatted for a couple of hours about designing for non-digital game spaces, including field games and escape room design. There’s a recording available here.