[Bio][Games] [Art & Exhibits] [Apps] [Publications] [Teaching] [blog]
Computer and Mobile Games
Mindtoggle Games [1985, 2014]: Play Mindtoggle Games makes casual games for a casual life. The games are designed for mobile devices and lightly employ the alternative mechanics of the Critical Gameplay project. The games are the commercial exploration of critical gameplay.
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Critical Gameplay [2009-2014]: Art
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Polyglot Cubed [2008-2012]: Educational |
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Extinction [2011]: Rhetoric Game A quick procedural rhetoric game about balancing nurture and extinction. The player(s) must keep all the plants alive to win. There are limited resources, so use them wisely. Designed for one player or multiple players on one keyboard. Designed and developed in 24 hours as part of Global Game Jam, Miami University 2011. [Video] |
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3rd World Shooter [2008-2009]: Educational "DocuGame" |
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Letter Blaster [2008]: Games for Helen Retro Remake This is a quick game I made for the Games for Helen category of the 2008 Retro Remakes competition. It's a remake of a game I played when I was learning to type. |
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Zombie Master [2006]: First Person Shooter |
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Health-E [2005]: Educational Action An educational game prototype meant to interest students in the processes of the human immune system. The game’s player character is a killer-T cell in the blood of an infected body. The player must come in contact with infected cells to cleanse them of the infection, while avoiding bacteria and virulent cells. The game play is analogous to a 3D version of Pac-Man |
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Rise of the Dead, Laduca’s Revenge [2005]: 3rd Person Action An action-exploration game. It combines the fun of hackand-slash action games with the challenge of solving a maze. The game is displayed in 3D sterescopic display for the University of Illinois' GeoWall system. The gameplay is modeled after the classic game Gauntlet. |
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Games for Art Sake / Play Art |
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Drift Interruptions [2008] |
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Conversations [2007] An unguided exploration of other people’s conversations within a virtual space. The conversations are emitted from abstract primitives in a 3D environment. The piece seeks to strip the illusion of character avatars, expose bare simulacra, and convey the memory of electronic devices. The goal is to provide the participant an opportunity to explore a world that is an ambiguous cacophony of the fiction and non-fiction memory of this device. |
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Bounce [2008]: |
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Music Box [2006] Music Box is an artistic implementation of emergent behavior and its use to create music. The performance version of Music Box employs a flocking algorithm to display animated notes that rise from a written score, then move to create a distinctive flock-lead musical arrangement. The result is emergent sound; a musical arrangement directed by the visual representation of flocking. |
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