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Professional Projects

Mission: TBD Series

Epic Team Adventures

3/20 - Present
Technical Designer
Content Designer
Systems Designer
Website link - https://epicteamadventures.com/mission-tbd/

A series of digital adventures for 1-4 players on smart mobile devices, utilizing the ClueKeeper app. Programmed using TypeScript, it also makes use of ZapWorks to provide a more immersive experience for players.

Players are members of a crew on the first hotel on Mars, but a series of events has caused issues that need to be resolved for crew safety and eventual opening of the hotel! Players make use of interactions on their phones to solve puzzles, collect information to use going forward, and get the situation back under control.

For this project, I've been in numerous roles. First, I have contributed multiple puzzles to the games, many of which are available for players in the final products. The general process behind the puzzle design had a few steps and involved multiple of the other team members to make sure the game flowed and made sense.

First, we needed to nail down the story of the game. This meant coming up with the situations plaguing the hotel, who the players were, and what steps they would have to do to help solve the issues. After we figured out the general plot, we then nailed down what types of systems would need to be in place at the first hotel on Mars. From there, we then started to design the puzzles.
 
How would players go about fixing Life Support? Is there something blocking players from getting to a room they needed to get to? What type of security system would there be, and how do they go about hacking it? The process we felt was almost like designing a point-and-click adventure game, trying to make sure everything felt like it was a cohesive part of the story and gameplay.

My next role on this project tied in well with designing the puzzles. We had decided the story, where the issues were, and what the puzzles would be. Next was to decide how these puzzles interacted with each other, and how the story would progress based on which puzzles were solved. What did the players accomplish with their tasks? How did they affect the outcome of events? These questions are some of which I work on in the role of a systems designer, specifically on the rewards systems of the series.

By collaborating with the writer of the story, as well as with input from all the team members to make sure the games flow properly, I helped decide what the outcome of these different puzzles is. Sure, the players fixed life support. But did another system also need to come online for everything to start working right? What is the right balance of "Yay, you did it", and "But wait, there's more!"? It is an interesting balance to be certain, because players need to feel accomplishment for their tasks to keep going through the puzzles, but they also need to be faced with other problems in need of solving for the game (and series) to continue.

Finally, I have also provided some level design and artwork to the series. Using Blender, I have grayboxed rooms that players can explore in first person for specific puzzles, adding a bit of that traditional escape room feel back in to the game. Since I've been working on the puzzles and rewards, it helped a lot with the design of the rooms. I know what the puzzles need to work, as well as the outcomes and general story arc. It all helps inform decisions about how rooms need to look, their contents, and how the Hotel itself is laid out. In addition, I also provide grayboxed models to assist our artist and lighten the load so they can focus more on textures.

The Sparrow Files - 2019/2020 Rework

Epic Team Adventures

6/19 - 1/20
Technical Designer
User Experience Designer
Website link - https://epicteamadventures.com/the-sparrow-files

A code refactor and minor feature update for our film noir themed escape room adventure.

The bulk of this project was a large refactor of the JavaScript game code and systems. I remade it in the new system created during The Maze of Games, then added new features and functionality to the game. This included an immersive hinting system using the corded phone inside the room and new room control functionalities for game masters to utilize.

The goal of this rework was to get all of our existing rooms on the same game system framework to ensure quick and easy updates going forward. By using the shared function libraries, objects, and data sets created during development of The Maze of Games, we were able reduce the file size of the game by about 50% while also cleaning up the code and making it more legible.

The Raven and The Red Death - 2019 Rework

Epic Team Adventures

3/19 - 7/19
Technical Designer
User Experience Designer
Website link - https://epicteamadventures.com/product/raven-and-the-red-death/

A code and game flow rework of our Edgar Allan Poe themed escape room adventure.

One of my primary jobs on this project was to do a large refactor of the JavaScript game code and systems. I remade it in the new system created during The Maze of Games, then added new features and functionality to the game. This included better systems for delivering hints to players in a more immersive manner, as well as more direct game master control over the experience to help support a quality experience.

In addition to my programming role, I also provided design insight in to the user experience of the game. We had identified that there was too many choices for the players to make early, which ended up spreading teams too thin across all of the tasks when they split up. This resulted in a large number of players not completing the game, or even worse becoming frustrated.

We identified the pain points, changed how players were able to access different puzzles and tasks, and made the game slightly more streamlined while still maintaining some of the original freedom of choice. Because of these changes, we had less frustrated teams and more completions on average.

The Maze of Games - A Curioser Heart

Epic Team Adventures

7/17 - 3/19
Technical Designer
Systems Designer
Website link - https://epicteamadventures.com/maze-of-games

An escape room adventure based off the of the physical puzzle book of the same name. The server game logic which runs the adventure is written in JavaScript.

Players must solve their way through the Maze of Games, interacting with multitudes of objects and figuring out the solutions to numerous puzzles.

For this project my main focus was to program the majority of the game server logic which interprets player interactions with the room and then reacts accordingly. As a part of this task, I rewrote the majority of our systems and infrastructure for all of our games, both live and in-development. I worked within and expanded upon a system detailed and outlined by the tech lead. This included designing and implementing numerous shared libraries of functions, data, and objects that could be reused across all of our titles. Doing so allowed for expedited, compact code that took less time to debug for both The Maze of Games and numerous other projects.

I also created documentation about possible issues that could arise in the adventure. The documentation covered a brief summary of the issues, what problems could arise from them, and a proposal for what we could do to remedy the problems or stop them from happening in the first place.

Lastly, I also contributed to the design of the games feedback and object placements. Most of the feedback was in the form of sounds and lights, making sure to draw attention to specific areas or confirm positive player actions. This involved a large amount of sound balancing and fine-tuning the lighting of the room. For example, turning on a single light wouldn't always draw attention, especially if there are other lights present in the same area. Knowing when and how to turn specific lights off while turning others on was key to good player feedback.

A Christmas Carol - A Puzzle Adventure

Epic Team Adventures

11/17 - 12/17
Technical Designer
Systems Designer
No website link available - seasonal game

A Christmas puzzle adventure based off of the classic tale. Players take on the role of Ebenezer Scrooge and must change their ways before time is up. Players encounter the ghosts from the story, and must solve their puzzles in order to change their heart.

For this project my primary role was to program the game server logic in JavaScript. The code had to keep track of puzzle progress and interpret signals from our custom hardware for player interactions. The code had to work for multiple instances of the same room, as we had multiple copies of different smaller rooms to fill up the space.

Scotland Yard - The Baker Street Affair

Epic Team Adventures

4/17 - 6/17
Technical Designer
Systems Designer
Puzzle Designer
No website link available - seasonal game
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A large-scale puzzle adventure game where players must work together to try and solve a murder. Players are split up into teams which focus on different sets of puzzles to try and find evidence. With that evidence in hand, the players must then connect the dots to try and solve the mystery.
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For this project, my primary role was to collaborate with the rest of the tech team to create the large amount of code in JavaScript necessary to run the game. As this was one of our bigger undertakings, there was more code that needed to be written. I primarily focused on coding the servers interactions with the hardware, interpreting signals to update the state of the game based on what players were doing.
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I also helped expand on the system created by the tech lead which handled the data from the custom hardware on the server. I filled in tables of expected data to compare against for ease of use and legibility for members of the development team.
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Finally, I worked with one of the lead designers to create a puzzle for the game. I came up with the concept of the puzzle, and used feedback from the lead designer to fine-tune the puzzle to have the right level of difficulty.
I also have multiple student projects I worked on! I'm open to chat:
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