As a content designer on World of Wacraft, I've contributed to multiple features. Here are a few that I'm proud of:
- [10.2.7] Mists of Pandaria: Remix
- Introductory experience (Timeless Shore quests, NPCs, hub and spawns)
- Infinite Bazaars and associated NPCs
- Repeatable content, consumable items, and additional development
- [10.2.5] Love is in the Air 2024 holiday update
- [10.2] 2023 Winter Veil toys
- [10.1.5 - 10.2.5] Trading Post activities
- [10.0] Artisan's Consortium quests/NPCs and other Dragonflight profession content
A third-party integration tool that enables you to put real nature sounds and images into your game or make citizen science contributions in your game through iNaturalist. Get it for free
here.
Help me figure out what happened to my friend Dan in Dan Power's Puzzle Dungeon, a game about unreliable narrators, unhelpful guides, and intolerance in games. Check it out
here.
A whimsical, strategic sim about balancing an MMORPG as a summer intern. Can you make your players happy, or will your game flop? Learn more about the game and play for free
here.
Or read about how I made it in 6 weeks and what I learned in the
postmortem.
This 10 minute interactive fiction was made for the 2020 Global Game Jam "Repair." Our team's take on the theme was a game about repairing an estranged relationship. After the jam, I spent the next year (on and off) polishing the game and released it during the following year's jam. Learn more about the game and play for free
here.
Mino is a cooperative strategy board game about amino acids. In this game, players match amino acids to their properties on a grid in order to form hydrogen bonds and make a protein before it denatures. Mino is still in development (on hiatus), but I'm particularly proud of the art style it has so far. Check out how I provided art direction in the
style guide / art bible I wrote.
This one-shot tabletop RPG system was made for a friend who was exploring the life of H.P. Lovecraft for her senior thesis. This Lovecraftian horror game is designed to encourage the party to split up, isolate each other, cast away their only strength, and descend into an isolated tragedy trying to comprehend the cosmic chaos that is an uncontrollable universe. It makes use of a Jenga tower as the primary mechanic (coincidentally, before I'd learned of Dread) as well as a withering limited pool of card resources and a timing dynamic that gives you an increased sense of panic when trying to do something your character hasn't practiced. Published in 2020 in the Indiepocalypse anthology of indie games, volume 1. Available
here.