Game Production and Writing Work
With the games that I create, I hope to spark excitement and curiosity in players by exploring relationships between interesting characters, crafting engaging storytelling, sprinkling in life lessons about self-care, and adding a pinch of the unexpected within the familiarity. You will find me handling the production and narrative in most of my projects and sometimes, a little bit of design work. With all my game development projects, you can expect me to be organizing all the information, continuously learning by asking questions, and supporting my fellow developers in any way I can.
Update!: Patched for The Rookies Competition (May 2024)
Guiding Light is a top-down, exploration game created in Unreal Engine with the Distance Over Time Studio (DOTS) team for the Themed Horror Game Jam. This Windows games aims to be a blind-accessible, narrative-driven experience and follows Uri's life after death as they explore the abyss.
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As one of the producers and a member of the narrative team, a few of my responsibilities include:
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Collaborating on task tracking using a kanban board and scrum techniques (daily scrum, sprint review, etc.).
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Facilitating 1:1 playtests for up to 18 possible playtesters with the aid of other team members.
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Crafted outline and script format for narrative team to maintain clarity and coordination.
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This game's patch is completed and was submitted to The Rookies competition in late May 2024. You can find more of my responsibilities on the "Learn More" page below.
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Tag Line: Navigate the ominous realm of the dead in this blind-accessible, narrative-driven game about death and what comes after. Guided by their cheeky gatekeeper, newly-deceased Uri must track down their missing memories in 3 eerie levels of the afterlife.
Space Hamlet is a 2D hidden object, point-and-click browser game created with Lou Freire and Chris Biagini. Crafted in Unity, the game has the unique aspect of being a puzzle game where the player cannot directly interact with playable elements but have to lead NPCs to do those actions for them.
As the producer, narrative designer, one of the co-level designers, a few of my responsibilities include:
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Utilizing Miro and Trello to create a thorough visual representation of schedule and tasks to coordinate team effectively toward each milestone with agile methodology at its center.
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Organizing periodic meetings to communicate task priorities, review milestones, and track progress which lead to the project being submitted ahead of deadline.
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Integrating the game's dialogue and text using Ink and collaborated on the game's narrative with Chris.
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You can find more of my responsibilities on the "Learn More" page below.
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Tag Line: Save your crewmates from meeting your ghostly fate by solving puzzles to break them out of rooms. Watch the clock or The Phantom might catch them first!
Recharge is a choose-your-own adventure browser game created in Twine with Anto Colon Marty as a submission to My First Game Jam: Summer 2022. Completed in two weeks, this game focus was to ingrain self-healing practices within the story to encourage the player to incorporate them in their own life.
As the producer, co-narrative designer, co-programmer, and audio lead, a few of my responsibilities include:
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Designing a comprehensive, real-time checklist in Google Docs to track progress of tasks as we reached each milestone through waterfall techniques.
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Communicating through Slack on the state of the project and simulating source control for code on a sequential basis.
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Researching and collating audio files for game's background music.
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You can find more of my responsibilities on the "Learn More" page below.
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Tag Line: A random text message is all it might take to send Phoebe in a new direction.
TimberLimbo is a choose-your-own-adventure browser game created with Twine software. This game has seven unique endings depending on the player's choices.
As the sole creator for this game, a few of my responsibilities included:
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Composing all dialogue and text for a total of 21 pages of content.
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Coding with CSS and HTML to deepen the player experience through motion and color for the text and background.
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Utilizing waterfall techniques to create and complete the project in a week.
You can find more of my responsibilities on the "Learn More" page below.
Tag Line: Cold, yet warm. Light, yet heavy. Tired, yet awake. This is how you feel when you wake up in a strange forest. What will you discover when exploring the misty woods?
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A short game about exploring the unknown.
My Production Philosophy
My Production Philosophy is an ever-changing manifesto that I created that outlines the ways I approach the production of a game project. At this time, my philosophy is founded on three pillars: People First Mentality; Sturdy, Efficient Conversations; and Non-Newtonian Fluid Scheduling System. On this page, you will find my connections to the Agile Manifesto and influences from producers in the industry. Learn more below!