UBC Fisheries Game

Game Designer
2009

UBC Fisheries Game The UBC Fisheries game is an educational game about marine ecosystem fragility. The game is driven by an accurate scientific model of the Georgia Strait ecosystem, and players must balance the need for commercial fishing with the treat of overfishing. Click here for more information.

Deguiyu

Director, Game Designer, Co-Writer, Software Engineer
2008 — 2009

Deguiyu Deguiyu is the first alternate reality game (ARG) for Xbox Live's Community Games platform. The core gameplay mechanic involves sharing information across virtual worlds and spaces that have become commonplace in our everyday lives. A major theme that ties both the gameplay and narrative together is that of digital information and our questionable relationship with it. Click here for more information.

Deadbook

Interaction Designer, Usability Analyst and Engineer
2008

Deadbook Deadbook is an interactive story conveyed using social networking conventions. Participants register for an account on Deadbook.org, the social network for the dead, and engage in a developing story involving three characters who have recently passed away. Click here for more information.

Gaia

Interaction Designer, Software Engineer
2008

Gaia Imagine walking through a lush and vibrant garden state and hearing blissful sounds from blossoming plants playing a symphony orchestra. Gaia is an interactive and sustainable organic virtual garden of plants, organisms and acoustics to be experienced and shared by visitors and inhabitants. Click here for more information.

SpaceSound

Director, Game Designer, Software Engineer
2007 — 2008

Earth SpaceSound is a game that expresses the causal relationships between gravitation, sound, and movement. Players float through outer space using the gravitational fields of space objects to influence their path. Create your own interstellar symphony and discover your flow state as you explore the infinite universe. Click here for more information.

Technology Garden

Interaction Designer, Software Engineer, Evaluator
2007 — 2008

A community of people and plants. The technology garden is a community-maintained garden located in an office that is equipped with various sensors and displays. The technology garden exists to encourage interactions between humans and plants and to promote discussions on sustainability. Click here for more information.

People

Requirements Engineer, Software Engineer, Usability Analyst
2007 — 2008

A collaboration with the Aerospace Corporation. People is a cross-generational social networking platform developed for the Aerospace Corporation under the terms of the year-long informatics senior project. People is a project in knowledge management and is intended to promote the dissemination of knowledge through the formation of new interdepartmental connections. Click here for more information.

Patent Game

Game Designer, Software Engineer
2007

Patents and Runes. The patent game is a playful simulation of the American patent system. Players make and patent inventions to load up their bank accounts while taking advantage of other players' portfolios. Several versions of the game were created to test the effectiveness of existing patent laws. Ironically, the patent game system is currently patent pending. Click here for more information.

Dreams

Camera Engineer, Writer
2006 — 2007

The Dreams agent visualizing its interface. Dreams is an interactive project that uses that uses the metaphor of human sleep and dreaming to visualize the processes behind adaptive user interfaces. Dreams was featured at CHI 2007 - Interactivity. Click here for more information.

Fog

AI Behaviour Designer and Engineer, Evaluator
2006

Moose, wolves, rabbits, and grass. Fog is a reimagining of the EcoRaft project and features both a new graphics system and a new set of animal species from the Channel Islands. In Fog, players must work at a fast pace to maintain equilibrium among species. Rather than restoring devastated islands to a healthy state, players explore the various interdependencies that exist in the Channel Islands ecosystem. Click here for more information.

EcoRaft Lesson Plans

Curriculum Developer
2006

EcoRaft lesson plans Two sets of lesson plans were developed to augment the EcoRaft experience in the classroom. These lesson plans, designed around the California educational standards related to ecology, encourage students to think critically about environmental issues and to engage in related discussions with their peers. Similar to EcoRaft, students are given the opportunity to explore a field of knowledge and form their own conclusions in collaboration with their classmates. Click here for more information.

EcoRaft

Game Designer, Software Engineer, Evaluator
2004 — 2005

A thriving island. The EcoRaft project is an educational restoration ecology game targeted towards 8 to 12 year old children. Each player assumes the role of a restoration ecologist working in the Costa Rican rain forest. Using the resources from the national park, the ecologists must restore a series of devastated ecosystems to a healthy, thriving state. Click here for more information.