For the Global Game Jam this year, Hagen Deloss and I made a physical card game about reconstituting a dead body with alchemical science. Players make organs and cast spells before the lightning strikes or festering sets in. We went into the weekend aiming to have a functioning mechanical prototype that we could develop further at a different date, and to lock down the imagery, pacing, feel, and flow of the game. Continue reading
As a preview for my upcoming talk at GDC, I spoke to Gamasutra’s Kris Graft and Alex Wawro on the Gamasutra Twitch channel about everything from techniques for directing attention in physical and digital spaces, the economy of attention and player psychology, to what immersion can mean to different types of players. Check it out here.
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. A national tour version ran in Spring 2017.
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