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On Variant, I was the Designer. My responsibilities included:

  • Prototyping

    • Design and create prototypes from paper to a build that is playable in-engine

    • Game Mechanics

    • Level Design

  • Educational UX Research

    • Playtest conducting from 4 to over 200 students

  • Quality Assurance

    • Triseum build versions were sent to the LIVE Lab where I was employed for the teams to playtest for various experiences and features

  • Source Matters Experts Communications

    • Reached out and worked closely with source matter experts to ensure the integrity of the games educational purpose​

  • Collections UI/UX

Gameplay Reel

Studio

Triseum partnered with

Texas A&M LIVE Lab

Platform

Windows

Mac

Engine

Unity

Unreal Engine 4 (prototypes)

Tools Used

Maya

Photoshop

Illustrator

Plastic SMC

Perforce

Duration

~1 year

Completion

2016

Team Size

4

Variant: Limits takes a revolutionary step forward in helping students learn course material such as calculus limits. The game offers a high quality gaming experience through an immersive 3D enviornment.

Project Design Goals

 

  • Research and prototype early mechanics that would "teach" early level limits in a fun way

  • Follow managements design pipeline

    • Paper prototypes -> Digital prototypes -> Package and release for Triseum employees​

  • Demonstrate research and design skills in an environment closer to the industry's standard of tight deadlines, upper management, and meaningful work

My Experience

As a Game Designer at Texas A&M’s LIVE Lab, I was tasked designing, paper prototyping, digital prototyping, and conducing user studies for what became Variant: Limits. My work in designing ways to both teach the core basics of Limits and Limit Laws as well as present these mechanics in a fun and challenging form of gameplay was then taken to Triseum (an educational game development studio in Bryan, TX), to be published. This job gave me the opportunity to work in a production environment with a young team that tested our communication skills and work with very real deadlines.

The game was actively built in Unity, however, some of the design prototypes were built in Unreal Engine 4.

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