I have always had a deep love for the ability that games have to speak to every skillset and bring creatives together in every way. Writing, 2D and 3D artists, designers, musicians, and more. Games also have the ability to elicit vivid emotional responses that aren't always possible in other forms of media.
I only have a few games up here, but more examples can be found on my itch.io page.
The Brownie Law is a cute and creepy visual novel where you play as a Brownie Scout attempting to bring as many recruits as possible to your group meeting that evening... No matter the cost.
For this project, I helped write and design, but mainly did the programming, layout, and UX/UI design.
Download and play it here.
Splash screen and menu for The Brownie Law.
Your mission: make a Friend and bring her back to the cult – I mean, club.
With a bigger, better, and delicious goal we need more young girls to join the Brownie Scouts! Talk to people and convince them to join the club, and remember, never take no for an answer. It’s all for a good cause, and I swear on this by the Brownie Law! And no one ever breaks the Brownie Law…
Recruitment is down. You’ve been waiting for the chance to ascend from Brownie Scout to Scout Leader, and here it is, your opportunity. The Scout Master has asked everyone to do their best to bring back as many new recruits as possible. Others have learned of the group’s fondness for that universally hated seasonal treat -- candy corn -- and it has severely impacted membership.
There are 3 girls you think would be well suited to join the Brownie Scouts, but to gain their trust you must first talk to them... And befriend them. No matter what it takes.
Dakāi is a non-linear video game about exploration, reflection, and emotional healing. It gives players the chance to explore a carefully curated environment and ask questions about their journey. The world of the game takes the form of a forest walk, drawing from the concept of shinrin-yoku, or “forest bathing”, with the addition of objects in the environment providing prompts for reflection and the opportunity to think back on what it means to survive trauma. Players can use either a controller or a keyboard and mouse to engage with objects and explore within the game.
The work plays loosely with the format of a game. There are no scores, no timers, nothing to measure your progress as you travel within the landscape, only your own feeling of progress and exploring your own past. The project draws on personal experience with trauma and uses these ideas to explore how we measure healing from emotional pain.