
Design
Defend the Crown
Tower Defense game to teach an adult audience about cybersecurity fundamentals. Based directly on real life cyber attacks, and patterns of defense. Reference drawn from the Mitre Matrix.
By showing attackers, and allowing player to select proper defenses, we communicate that the only good defense is one that is layered.
With every attack or defense added, we use both text, and interactive metaphor to explain the cyber principal it conveys.
Hotel Hijinx
Hotel Hijinx was a very tight turnover small staff game, 4 contributors (two part time) with 3 months.
The purpose of the game was to spark interest in cybersecurity to 5th-9th grade students, through the topic of IOT.
My contribution to this project was subject matter research, game design, audio and game logic. I chose to leverage Unity’s Dialogue System to speed things up since it was such a tight turnover.
The project unfortunately was cancelled due to a management reorg when it was 90% complete, so this video shows placeholder graphics at some points.
Equal Reality Apps
Equal Reality created bespoke training VR apps for personal interactions in the workplace.
Typically the client would describe the subject matter they wanted covered, and then we would collect a large amount of qualitative accounts, where people described personal situations which were similar. We would compile that information into common themes, and then write a branching narrative based on those.
Each app would typically introduce a new design feature, and we would test if that was an improvement or not at the end of that cycle. (Example, talking on the phone while looking in the mirror).
Real Sense Out of Box Experience
The Intel Real Sense cameras were a departure from the typical mouse and keyboard modality people are used to. In order to introduce users to the new features in their laptop, we created an application which played the first time a Real Sense enabled laptop was turned on.
This design process went through several iterations, using user research from UE group, outsourcing the development to the Barbarian Group in NYC, and using Austin Wintory for the music design.