Jenna is a Boston-based game designer and developer.
Her background is in fine arts and game studies, and in the summer of 2013 Jenna founded Little Worlds Interactive to make educational games full of fun and adventure. She advocates for user-centered design and for diversity in gameplay experiences.
Jenna has experience designing and developing across a number of platforms, and has worked at larger studios including Turbine and Stomp Games, as well as local indie studios.
The Counting Kingdom
Educational Game for Kids
Founded Little Worlds Interactive to create educational adventures for kids. Currently designing and developing first title
Children of Liberty
Stealth Platformer set in 1775
Level Designer, 2013
Designing levels for fluid gameplay as well as historical accuracy
Revolution 60
Cinematic iOS Story-Based Game
Combat Designer, 2013
Redesigned combat system to create a cinematic and intuitive experience
The Golden Arrow
Artsy Mobile Endless Runner
Designed, developed and created art for the game under the studio name "Monster & Glitch"
Robot Rising
3D RPG Facebook Game
Content Designer at Stomp Games, 2011-2012
Contributions included tutorial, level design, quest content, and playtesting
Hangout
Social Virtual World for Teen Girls
Designer & Research Coordinator for Hangout Industries, 2008-2009
Designed systems and UI, ran playtesting and researched competition
Women in Games Boston 4.6.15
Mythbusters: Debunking Common Assumptions About Indie Development
GDC 3.2.15
[Panel] Producer Panel: Managing Your Indie Team
MassDigi Game Challenge 2.6.15
What it Really Takes to Launch a Game
MONTREAL INTERNATIONAL GAME SUMMIT 11.10.14
Iterative Production: Embracing Change
BOSTON POST MORTEM 9.16.14
The Counting Kingdom Post Mortem
BOSTON FESTIVAL OF INDIE GAMES 9.13.14
[Panel] Early Access Panel: Get Involved with this Panel as it Develops
[Panel] The Next Generation: Making Games for Kids and Families
PAX PRIME 8.29.14
[Panel] The PAX 10 Panel: Part 1
CASUAL CONNECT 7.22.14
Designing Educational Games for Fun: Throwing out the Chocolate-Covered Broccoli
[Panel] Indie Entrepreneurship: Lessons from the Trenches
BOSTON GAMES FORUM 7.10.14
Class: Intro to Making Games with Playmaker
BOSTON UNITY GROUP 4.22.14
Playmaker: Making Games with or without Coding in Unity
GREEN MOUNTAIN GAMES FESTIVAL 2.22.14
The Power of People as an Indie Developer
APPS WORLD 2.5.14
[Panel] Going Mobile: Challenges for indie game developers
GAME MAKERS GUILD WORKSHOP 2.1.14
Getting the Most out of Playtesting
NORTHEASTERN UNIVERSITY GAME CAPSTONE CLASS 11.14.13
Guest Lecture on Usability
MIT CREATING VIDEOGAMES CLASS 10.28.13
Guest Lecture on Usability
BOSTON FESTIVAL OF INDIE GAMES 9.14.13
Indie Lightning Round: Community
BOSTON INDIES 7.15.13
Usability: A Whirlwind Primer
MIT GAME DESIGN SUMMER WORKSHOP 7.12.13
Guest Lecture on Usability
“There are at least two kinds of games. One could be called finite, the other, infinite.
A finite game is played for the purpose of winning, an infinite game for the purpose of continuing the play.”