Hello!

I am a game designer and developer in Boston, MA.  My background is in fine arts and game studies and I specialize in experience-centered design, usability, and games for change.  In the summer of 2013 I founded Little Worlds Interactive to develop high-quality educational games full of fun and adventure. 

Download my resume here.


PROFESSIONAL PROJECTS

THE COUNTING KINGDOM

An award-winning educational game for kids.  Add monsters together to cast magical spells in this strategic and exciting tower defense game.  Starting with simple sums makes the game easy to learn, but as kids progress they'll be challenged to make bigger sums and longer equations.

As the sole designer and developer on the Counting Kingdom I led a team of contractors and oversaw all aspects of the studio and the game.

Selected Accolades
"This game makes doing math fun" - USA Today
"One of the best apps for math. It's a must-have for any parent looking to strengthen math skills." - Smart Apps for Kids
"Learning IS fun when it comes to The Counting Kingdom" - 148 Apps

 

Role:
Founder, 2013 - present

Studio:
Little Worlds Interactive

Platform:
PC, Mac, iOS, Android

Tools:
Unity with Playmaker, 2d Toolkit & other plugins

Selected Awards:
PAX 10 Official Selection, PAX Prime 2014
Winner, Original Family Game, NAVGTR Awards 2014
Winner, Grand Prize, MassDiGI Game Challenge 2014
Nominee, Best Meaningful Game, IMGAwards 2014

ROBOT RISING

Role:
Content Designer, 2011 - 2012

Studio:
Stomp Games

Platform:
Facebook

Tools:
Unity with custom level design tools

Team Size:
40

In a world where robots are tools of war, technology and power fuel generations of conflict.  With face-paced combat and hundreds of different levels, your challenge is to find a way to survive as one of a new species of self-aware Artificial Intelligence.

For this game I designed gameplay features and implemented hundreds of hours of content. I conducted playtests and championed user feedback as well as trained and managed level designers.

Selected Accolades
"Robot Rising will change your perception of Facebook games" - Forbes
"Gorgeous, complex and fluid..  If this is where social gaming is headed, strap me in." - Kotaku

CHILDREN OF LIBERTY

Stealth Platformer set in 1775

Level Designer, Contract
Lantana Games, 2013

Designing levels for fluid gameplay as well as historical accuracy

REVOLUTION 60

Cinematic iOS Story-Based Game

Combat Designer, Contract
Giant Spacekat, 2013

Redesigned combat system to create a cinematic and intuitive experience

HANGOUT

Social Virtual World for Teen Girls

Designer & Research Coordinator
Hangout Industries, 2008-2009

Designed systems and UI, ran playtesting and researched competition


PERSONAL PROJECTS & INTERESTS

I'm interested in all aspects of making with both digital and physical materials.  In particular I'm interested in cutting-edge technology like VR, AR and wearables, as well as generative design and programming.  I'm also committed to helping get more young women into tech, and regularly speak at schools and exhibit at STEM events for girls.

Twitter bots:

Apollo Images, Senior Science Officer, Coder Kitten, Dinosaur Proverbs, My Fortune Bot, Blizzard Prep

Game Jam projects:

Black Hat Oculus - Local Co-op Oculus Rift Heist Game
Design, Global Game Jam 2014

Secret Surgeon - Augmented Reality Game
Design and Art, Global Game Jam 2013

Robot Invasion - Looping Platformer
Design, Global Game Jam 2012


SPEAKING

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