Games are just about everything I do. I play them, I watch them, I read about them, and I make them. Everyone I know would say this about me when asked.
This is my second year here at Bradley, so I've learned a lot about making games. So far, I've created a few simple videogames, a handful of board games, and been on the team for the development of an escape room. In this time, I discovered that I like making board games just as much as I like making videogames. Working strictly with mechanics and gameplay appeals to me much more than having to also make code that strings it all together. As a result, my dream job is at Blizzard Entertainment, as I would like to work on the Hearthstone team. Hearthstone is a great middle ground between a board game and a videogame. It has the visuals of a beautiful videogame, but is simple in its card-based gameplay.
In addition to being a Game Design major at Bradley, I also hold positions in a couple of clubs. I am the Activities Director for Board Game Club, and the Treasurer for Card Game Club. Neither of these titles really mean anything,but they sound nice, and I can say that I have them. I will be running for Vice President in both of them for next year.
This was a game made for Game Production I. Originally it was an endless runner style game, where a single wall would move at the player, and when hit, it would be moved back to the end of the screen, and speed up. When we were asked to do revisions for this game, I came up with the idea of making it for two players, and they would compete to keep the walls from passing through their own sides. It evolved, and became a game that I'm actually really proud of, simple in mechanics, with a bit of strategy and skill required.
In Game Design I, we split into groups, and made escape rooms. My group made a witch themed room, called Coven Cop-Out. In the process of making puzzles for it, my group discovered that I have a knack for creating riddles. Due to some time and resource constraints, we had to cut quite a few of them, but I made all of the riddles that we used for the room. These are the ones that went into the final version.
During the creation of Coven Cop-Out, we often would forget or mix up the order in which the puzzles and components came. After becoming frustrated with this, I took it upon myself to make a flowchart of how the players would progress. This went through many, many iterations, and turned out like this. The flowcharts actually helped us a lot in the organization of the room, because it made it easier to think out when certain items would be available to the players, and where we could put additional clues.