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Description
Una Memoria is a game about life and death. Players take the role of the collective conscious of an individual who is looking over their life one last time before passing to the other side. When the game ends, so does the person’s life. Who is this person? What did they care about? Why are they dying? These are questions that you will have a chance to answer in
Una Memoria.
Year: 2018
Course: Exploratory Concept Design
Role: Designer
Team Members: Jack Hart, Alisa Sisson, Kyros Jalife, Anthony Calabresi
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TRUTH
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Description
A social game that mimics the way that "truths" get determined by society. The game presents ambiguous images from the classic psychological Thematic Apperception Test (TAT) and asks people to describe their version of the truth of each image. The game starts with many individual truths, but will usually end with two competing factions arguing their own truth.
Year: 2018
Course: Exploratory Concept Design
Role: Designer
Team Members: Kyros Jalife, Alisa Sisson, Jack Hart
Gameplay Rules
Number of players: 8+ (ideally 20-30)
Goal: Unstated
Setup: All players start with 1 Truth card from a list of categories drawn from the TAT.
Gameplay:
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A random photo is shown, all groups must argue the truth of the photo is related to one of their group members' Truth cards.
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The game starts with only individuals, but groups form based on players who voted for the same truth.
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Players do not need to vote for their own groups truth.
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Players gain 1 Truth card if they voted for the most popular truth.
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Players gain 3 Truth cards if their Truth card was the most popular truth.
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Witness Ryder
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Description
Solve line puzzles in Ryder Hall by lining up blue lines of tape based on the provided clues. Based on The Witness, this game takes spatial puzzle solving into the physical world, and provides a proof of concept for an AR puzzle game with a similar mechanic.
Year: 2018
Course: Exploratory Concept Design
Role: Concept Design, Puzzle Constructor
Team Members: Jack Hart, Alisa Sisson, Gina Fabio
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Hexagami
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Description
An origami-inspired board game where you flip and fold tiles to move your token to the other end of the board before your opponents.
Year: 2017
Course: Game Design and Analysis
Role: Concept Design, Level Design, Animator
Team Members: Ruiming Wang, Gina Fabio
Gameplay Rules
Number of players: 3
Goal: Move your tile to the opposite side of the board by folding tiles.
Setup: Players place their token on the hexagon opposite the color matching their token. The board should have no gaps in it, if there are, flip hex tiles until the gap is covered.
Movement Actions: Player tokens cannot be interacted with directly, instead they must be moved by flipping hex tiles around them. Tiles available to flip include: 1) tile under the player 2) tile directly adjacent to the player 3) tile that will be adjacent to your player token after flipping.
Number of Actions per turn: 3
Turn order: A die is rolled to determine who goes first. The winner only takes 2 actions this turn. Game continues clockwise.
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Programming: Ruiming Wang
Level Design: Alex Coburn
Art Design: Gina Fabio
Intergalactic Dancing Robot
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Description
IGDR is a sci -fi, dancing-robot, rhythm-game that features a robot dancing his way to the Bi-Millennial Universal Dance Competition (BMUDC) while trying not to die. Players lines up their character with the holographic dance poses to successfully pass to the next galaxy. Since dance-powered FTL travel expends a lot of energy, the player must collect enough orbs on certain limbs in order to stay alive.
Year: 2017
Class: Game Design and Analysis
Role: Concept Design, Level Design, Animator
Team Members: Erinc Argimak, Kyros Jalife, Bharadwaj Tolety
Gameplay Rules
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Four keys control four limbs
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Limbs change between two set states (states differ per level)
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Player charge decreases over time, and decreases more when they miss orbs
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Players lose when the charge hits 0%
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To keep charge up, players collect orbs by matching the robot limbs with the hologram limbs.
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Password: IGDR


Cap Attack !
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Description
Cap Attack is a 2-on-1 asymmetric board game where two hero players work together to try to defeat a boss player by creating patterns with their caps on the board.
Year: 2015
Class: Foundations of Game Design
Role: Sole Creator and Designer
Gameplay Rules
Goal: Collect 12 Opponent Caps
Setup:
Boss (1 player)
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Shuffle the Boss Pattern Cards and draw 5
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Take 20 Tokens
Heroes (2 players)
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Shuffle the Hero Pattern Cards and draw 2 each
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Take 5 Tokens each
Bonus Cards: Shuffle the Bonus Cards and place 2 on the table. Meeting the requirements on a Bonus Card during the game grants you bonus Tokens (Heroes split Tokens).
Starting the Game:
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Boss adds 5 Caps to the board
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Each Hero adds 2 Caps to the board
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Boss takes their turn
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Heroes take their respective turns, choosing who plays first each turn
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Boss has the option to Hijack between the Heroes’ turns
Setup
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Description
Unfinished Puzzle is a maze puzzle game inspired by Unfinished Swan where the path is unknown to the player until they 'paint' the next tile.
Year: 2014
Class: Rapid Idea Prototyping
Role: Sole Designer and Creator
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Gameplay Rules
Goal: Create and maintain a viable path from the starting tile to the unfinished swan. There may be several viable paths at a time, but there must always be a path that connects from the starting tile to any tile that gets flipped over. If no more moves are available to the player, then he/she loses.
Movement:
1) Player flips tiles over, one at a time, that are adjacent to any flipped-over tile as long as there is a viable path from the starting dot to that tile.
2) When a tile is flipped, the play may choose to turn that tile any way he or she wants and place it back down. The tile will then remain in this position unless it is swapped.
3) The player may swap-in one of his/her 3 swap-in tiles with a tile that has been flipped.
4) Players may only swap-in a single tile after flipping-over a new tile, and may not swap-in another tile until another tile is flipped.
UnfinishedPuzzle

Setup

Gameplay

Completed Puzzle


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Description
Guesstimation is a physical estimation game with 3 phases where 2 players gain points by being better at estimating sizes, counts, weights, and heights.
Year: 2014
Class: Rapid Idea Prototyping
Role: Sole Designer and Creator
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Gameplay Rules
Stage 1: Estimating Materials
1pt: Players get 15 seconds to estimate the number of a certain color of toothpick in the jar. Closest wins the point.
2pts: Split your 40g ball of tack as close to in half as possible, 3 times. After each split, weigh both halves and keep the lighter one, setting aside the heavier half. The player with the heaviest ball of tack after the 3 splits wins. Be sure to keep the final ball of tack separate because it is used in stage 2. No tools can be used other than hands. Final weights are kept hidden from each other and judged by a third person.
Stage 2: Tower of Estimation
Each player gets 6 minutes to build a tower with their tack and 14 toothpicks. The target height for all players is determined by this formula: 2 inches + (Player 1 D3 dice roll + Player 2 D3 dice roll) inches. For example, Player 1 rolls a 3, and Player 2 rolls a 1, then they would both be trying to build a tower of 6 inches (2 + 3 + 1).
2pts: Player with a tower closest to the target height wins.
1pt: Both players gather all tack that they actively used to build (touching a toothpick in the tower). Each player then estimates the total combined weight of both balls of tack. Closest wins.
Stage 3: Weighted Ball of Tack
2pts: Both players roll a D3 die again and add their rolls together, which they then multiply by a D6 roll from either player [D6 x (P1D3 + P2D3)]. This final number becomes the target weight in grams of a ball of tack that the players must make. For example, a 5 is rolled on the D6, Player 1 rolls a 2 on the D3, and Player 2 rolls a 3 on the D3, so both players must try to create a ball of tack as close to 25g as possible (5 x (2 + 3)). Closest wins.
Tie-breaker:
1pt: Both players get 4 minutes to build the tallest tower they can out of the tack and toothpicks. Tallest wins.
