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.


Text_GamesSmall.png

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

Robot Invasion

Looping Platformer

Global Game Jam 2012

Design

 

Secret Surgeon

Augmented Reality Game

Global Game Jam 2013

Design and Art

Black Hat Oculus

Local Co-op Oculus Rift Heist Game

Global Game Jam 2014

Design


Text_SpeakingSmall.png

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.
— James P. Carse, Finite & Infinite Games