At EA I'm a community forums moderator. It's not the most glamarous part of community management but an important one - I help maintain a safe community and combat toxicity. I engage with players as well and can be found on forums for FIFA, Battlefield, Star Wars Battlefront, The Sims, Star Wars: Galaxy of Heroes, and a variety of EA Sports titles.
During my time at Harmonix I primarily worked as a member of the community team for Rock Band 4. I handled reactive messaging on Facebook and Twitter based on appropriate messaging determined by the organization as a whole. I appeared in marketing materials (see below) and in mid-2016 handled web development duties for a sestlist web app as well Rock Band Rivals pre-order pages. During this time I also leveraged my experience working tradeshows to help exhibit the titles at events with massive attendance like PAX East and West. I also created the current Harmonix Customer Support portal. I also wrote a press release for a Disturbed DLC pack, as well as a blog posting teasing the Rock Band 4 PC FIG Campaign (read that here).
While at Harmonix I also helped with reactive messaging (and appearing on some livestreams) for the 2016 HD reimagining of PS2 classic Amplitude. I also helped uncover, manage, and solve issues with our Kickstarter support, and demo'ed the event at events. Note, I was also the first backer for Amplitude's Kickstarter campaign.
As an intern for the Massachusetts Digital Games Institute I helped develop a serious game that teaches both nursing and medical students how to communicate and follow procedures in the ER. I was responsible for client side programming and managing our QA testing. This included setting up bug tracking using the opensource solution MantisBT. The game was developed in Unity 3.x and was my first time using the game engine. I quickly learned how to use the tools and collaborated with a multidisciplinary team (artists, producers, and other programmers) to meet deadlines and design and deploy a prototype by the end of 11 weeks. Part of this process involved meeting with stakeholders at UMass Medical School.
From August 2016 - June 2017 I was the community and web manager for the Woo! Game Pile, a Worcester, MA based game developer meetup. During my time, I created a more consistent cadence of social content, increased engagement and helped finish a transition of the visual identity of the meetup using art from Rejon Taylor Foster. I also served as the interim leader of the meetup from May - June 2017 before stepping away to focus on other things.
I am the social media manager for BostonFIG and Boston GameLoop. Managing the social media channels for both, I've increased reach and engagement and helped better define the brand's voice across these channels. As the social media manager, I am creating a content calendar for scheduling content, using HootSuite to create said content, engaging with folks on our social channels, and making organic posts to further drive engagement as needed.
My Major Qualifying Project (MQP) at Worcester Polytecnic Institute (WPI) - a capstone akin to an undergraduate thesis. I built a rhythm game and accompanying engine in Visual C++, making use of APIs such as SDL, Juce, and FMOD to power the game. I exhibited the game at WPI's booth at PAX East 2014. It won me the Provost's Award for Outstanding MQP, an award given to a project exhibiting excellence.
My Interdisciplinary Qualifying Project (IQP) at WPI - another capstone project - was to research, prepare, setup, and exhibit a booth representing my major at PAX East 2013 in Boston, MA. Leading a team of three others and answering to the department head, I interviewed folks with relevant events experience (including the founder of the Indie Megabooth), highschool guidance counselors for insight into what students looked for in game design degrees, and used other market research and data to plan our booth - including giveaways, marketing material, reactive messaging, and games we would display. At the show itself I ran the booth and made sure volunteers and staff were prepared and on-time
A bizarre Twine project made for the Goethe Institut's ART GAMES gamejam in Boston, MA. The theme was 'unreality' and my game is about "talking" (more like listening) with the 45th president of the United States of America ramble on about alternative facts and the like. This was my first full Twine project and a good way to learn more about using the tool.
A kinetic novel made in Unity + Twine (using Cradle) for the Greek Mytholojam 2017. The game retells Orpheus + Eurydice through an MMO chatlog. This was, similar to the other .HPP in ~/Slavery project, a project spent learning a new tool.
I have many other gamejam + personal projects available at my itch.io page.
CLOCKBOUND EP is an indie JRPG meets Majora's Mask game being developed in RPG Maker MV for Windows. It has been in development since 2016 on a part-time basis with a team of two others. Check back soon for more information about this project.
I was a judge on the Woo! Game Pile's #Battledecks17 panel. Additionally, I created pitches and collated/edited other pithces for the powerpoint deck used in the presentaiton and edited the video. I also was responsible for finding guests to join the panel as presenters. I would return for Battledecks 2018 as a presenter. Watch the 2017 panel below:
In June 2016 I was part of a panel about getting... a job! I was one of two recent graduates on the panel, sharing my perspectives as someone studying game design and then entering the industry but in a role that pivoted from my studies. You can see the Eventbrite for this panel (to learn more, of course - this panel happened a few years ago now) by clicking here.