I have focused my time at Bradley on becoming a Video Game Producer. As producer, I spend the majority of my time facilitating others time, so that their work can be done without any major hiccups. Put simply, my drive in life is to enable and motivate others to do what they are best at.
I realized my passion for production and leadership roles last year, when I was tasked with producing Fuse 2016. A resounding success, I've taken on Fuse 2017 in an advisory role, as I want Fuse to continue on as students teaching students.
Aside from Fuse, I am the Producer for the Senior Game Design Capstone project "Starcats", as well as Producer on the NASA USIP Grant with Northwestern University and the University of Illinois. In coordination with those two schools, my team and I are creating a game to help children learn about satellite development.
I want to sincerely say that my time at Bradley has been the best of my life to date. The friendships I've made and work I've accomplished are all things that I deem priceless. I'm better off because of every person I've met during my education, and I hope that whoever is reading this either gives Bradley a chance to change their life, or walks away knowing that they have helped shaped me into who I am.
In coordination with Northwestern University and the University of Illinois, a team of game designers and I are creating a game to educate kids about launching satellites into space. As Producer, I help my team to meet project deadlines, communicate with outside sources, and stay true to our artistic vision.
Each year, Senior Game Design students pool their skills to create their Capstone game. Contrary to previous years, my class has chosen to create a 4-player local couch game, made in Unreal Engine 4. As producer, I help my team meet project deadlines, facilitate discussions and keep the project true to our end goal.
Movr is the over-arching brand for two VR games created at Bradley. Starting with Hovr, which debuted at Fuse 2016, Divr was the next game in the series. Developed in Summer 2016, Divr never reached completion. Despite this, it was a valuable exercise in working with remote team members and in the VR development pipeline.