An ongoing role-playing game set on Mars that explores solarpunk beyond its visual style. Players guide Escropita, a human volunteer who works with the native Mycari through fungal sound communication rather than colonial control or technological domination. The game combines 3D environments with 2D character art and features limited energy, infrastructure repair, NPC agency and consent, and music generated from living mushrooms. We are developing it in Unity 6.2. We are using biodata from mushrooms probed with non-invasive sensors to make sheet music. Our process is documented in our FDG paper!
Gameplay footage of our dirty build; playable prototype available soon!
Mind the Flowers is an interactive ecological installation that asks participants to pay attention to the positive ways that their attention and care impact an environment.
I designed a handmade vinyl flower that responds to the sounds around it through a microphone and programmed NeoPixels. As participants move through the space and experiment with different levels of noise, the flower changes its behavior, creating a feedback loop between the participant and the environment.
I am designing Mind the Flowers as an exploration of ecological attunement: rather than asking participants to save, manage, or optimize an environment, the installation asks them to listen, notice, and adjust. The project combines Arduino programming, physical fabrication, electronics, and visual design to explore how interactive technology can make relationships between people and their environments tangible.
In collaboration with Keith Burgun, author of Clockwork Game Design and fellow game designer, I am building a game poem in Unity about making a new home while trying to rebuild a life after a bad breakup. The player decorates the fridge with little ornaments that hold memories, each one unfolding into a free-verse poem. As she moves through those memories, the apartment slowly becomes more colorful, more cluttered, and more lived-in. It’s a small process of making a new place, and a new life, feel like hers.
The music draws from New Wave synth, while the visual aesthetic leans into whimsigoth: cozy, colorful, and slightly haunted. The goal is to surface the tension between crafting comfort in the apartment and the fact that the protagonist is still very much in the process of putting herself back together. The goal isn’t really to “get over” the breakup so much as to slowly make a life that feels okay again.