Souvenir

Games

For my Art major Senior Capstone Project I made a photography game called Souvenir. 3D models were made in Maya and the game was built in Unreal. It was installed in the Regis West Gallery for 3 weeks.

I knew that I wanted to make a game for my capstone, and I knew that having it run in a gallery setting would create certain limitations. Instead of designing a game to work around the fact that it would be placed in an art gallery, I made that the center of its design.

Souvenir is a game that can only be played when installed in a gallery. It allows the player to both be in an art gallery, and a virtual forest at the same time. Players walk though the environment, change the seasons on command, line up their perfect shot, then take a photo. Their picture will then immediately print out for them on photo paper for them to take as a souvenir of both the art show, and the forest inside it.

Décorum

Games

Décorum is a game of passive aggressive cooperation. You and your partner share the same objective: decorate your home in a way that makes you both happy. The problem is, different things make each of you happy. Can you find the happy compromise, or is it time to move out?!

At its heart, Décorum is a pretty straight-forward logic puzzle. There are a small number of ways to arrange the internal pieces that meet all the requirements listed on both player’s rule sheets simultaneously. The twist of Décorum is that it’s also a hidden information game. No player has all of the rules. Instead, they both have their own set. While playing, the players will have to watch their partner’s moves just as carefully as they’re planning their own. Even more crucially, they’ll have to communicate why they’re making the moves they’re making–using the very limited means we’ve provided them.

Décorum might be about solving a puzzle, but it’s really a game about communication and compromise. The real challenge isn’t just solving the problem with the limited information you and your players have; it’s dealing with the frustrations that will inevitably occur when your partner does something that messes up your plan. In order to be successful in Décorum, there will come a point where both players will have to let go of their initial strategy for how they were going to finish the board, and start paying attention to what their partner is doing instead. By introducing and providing an incentive to resolve conflict, Décorum mechanically encourages (or even requires) a positive form of compromise.

We call Décorum “a game of passive-aggressive cooperation” because the player’s relationship to each other is unique. They’re fundamentally cooperating–they have the same win state and everything. But, inevitably, there will come a time when it won’t feel like they’re on the same side. By the end of a (successful) game, however, the players will have worked through their disagreement and even strengthened their relationship. Décorum mechanically encourages a dramatic arc for its participants–one that ends with compromise, cooperation, and, hopefully, friendship! 

Souvenir

Games

For my Art major Senior Capstone Project I made a photography game called Souvenir. 3D models were made in Maya and the game was built in Unreal. It was installed in the Regis West Gallery for 3 weeks.

I knew that I wanted to make a game for my capstone, and I knew that having it run in a gallery setting would create certain limitations. Instead of designing a game to work around the fact that it would be placed in an art gallery, I made that the center of its design.

Souvenir is a game that can only be played when installed in a gallery. It allows the player to both be in an art gallery, and a virtual forest at the same time. Players walk though the environment, change the seasons on command, line up their perfect shot, then take a photo. Their picture will then immediately print out for them on photo paper for them to take as a souvenir of both the art show, and the forest inside it.

 

Player Choices in Games: How Agency Affects Retention

Research

For my Psychology major Senior Capstone project I ran a research study on how the addition of choices in educational games affects the retention rates of material learned.
Thanks to a grant provided to me by the University of Minnesota Undergraduate Research Project, I was able to pay college students to participate in this study.
My poster summarizing the results is below. If you would like to read the entire research paper please contact me.

Player Choices in Games: How Agency Affects Retention

Far Out

Games

Far Out

Far Out is a point-and-click adventure motivated by hunger in the empty expanses of space. Click your way to victory. Solve the puzzles, fix the transmitter, place your order.

I made this game with a few friends for Global Gam Jam 2018. I designed the puzzles and made all the art.