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Making Stories through Gameplay

My journey in game development is defined by a single mission: transforming complex systems into intuitive, narrative-driven experiences. As a soon-to-be graduate, my expertise lies at the intersection of technical systems programming and user-centric design. This showcase traces my evolution from building foundational 3D mechanics to mastering the art of 'mechanical storytelling', a type of storytelling where the way a player interacts with the world is just as important as the story being told. Through the following artifacts, I demonstrate how I correlate technical realism, educational logic, and player-centric UI to create cohesive, immersive digital worlds.

How I'm using this skill
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I am currently bridging the gap between raw technical execution and intentional player experience by focusing on "mechanical storytelling." My approach to game development isn't just about making code work; it’s about ensuring that every input a player makes feels like a sentence in a larger narrative. By mastering the synergy between UI, game systems, and critical mechanics that the player will constantly use, I will enter the industry as a developer who understands both the "how" and the "why" of interaction.

Project 1: Connor Prairie

Connor Prairie was a pivotal project that pushed me to transition from 2D development into a fully realized 3D simulation environment. My team had to create a rough outline for a future exhibit coming to Connor Prairie in 2030, and we created a build for the Harvest Scene, to explain the some interesting farming topics.

Context
Challenges
  • Adapted to a rapid transition from 2D to 3D development by independently researching and implementing unfamiliar systems while maintaining project functionality.

  • Overcame resource and staffing constraints by assuming environment creation responsibilities after a key team member became unavailable.

  • Managed technical limitations and scope challenges by iterating on a GPS navigation system and identifying more efficient solutions for future optimization.

How it Connects

By correlating technical realism with gameplay, I used simulation as a storytelling device to illustrate the shift from manual labor to automated innovation. The GPS auto-navigation isn't just a utility; it tells the story of how data guides the modern farmer, allowing the player to experience the efficiency of "optimal paths." Every mechanic, from the weight of the tractor to the logic of crop collection, reinforces the narrative of professional responsibility and precision. This project taught me that realism is more than just physics—it is a tool for immersion that allows a player to inhabit a specific role and understand its challenges. It proved that the "story" of a game can be told through the accuracy of its systems, making the player’s success feel earned through real-world logic. 

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Project 2: Automated Acres
Context

Automated Acres was a collaboration between the Crane Navel Base and IU Indy. The goal was to teach players about Computer Vision through interactive minigames. I was tasked with building a dynamic quiz system and a randomization engine for "Minigame 3" that had to remain functional across varying difficulty stages and screen sizes. 

Clicking the IU Logo or HERE can bring you to the project itself!

How it Connects

Solving the Responsive UI issue taught me how to implement anchor-based layout systems that ensure visual consistency regardless of device constraints. Integrating Dialogue Animation alongside gameplay triggers allowed me to master state-based synchronization, ensuring that the narrative and mechanics never overlapped or broke immersion. Through the Asset Randomization logic, I developed a deeper understanding of game balance, specifically how to maintain a fair challenge when transitioning from set rounds to time-based pressure. 

By correlating the matching mechanics in Minigame 3 with actual Computer Vision concepts, I transformed a complex technological process into a narrative of pattern recognition. This experience showed me the difficulties of making a compelling story through a education game using mechanics. I learned a lot on how dialogue systems worked and more of the professional game development process. 

Project 3: Scrap Master (Honors Independent Study)
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Narrative of Scrap

In Scrap Master, I utilize the roguelike genre to explore a narrative of fragmented identity. 'Scrap' is more than a resource; it represents the broken memories of the protagonist. By correlating the progression of the deck with the reconstruction of the character's past, I am using gameplay as a vessel for a subtle, discovery-based story. This demonstrates my emerging expertise in Narrative Systems Design, where every mechanic serves to deepen the player's connection to the world.

Artwork of Certain POIs in the Game
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How it Connects

This project is the culmination of my theme, "Making Stories through Gameplay," as it uses mechanics to recreate the story of childhood imagination. I wanted to translate the feeling of creating invincible cards into a balanced, strategic game loop while having a narrative that fits the gameplay. While the player’s deck becomes a reflection of their own creative journey, I want to eventually feed them as the player does multiple runs, they learn of the character they are playing as and what is their story. This Honors experience has a lot about making a story and what it means to portray a subtle story. I don't to require them to read the story, but if they do they can understand the meaning of this game more. It demonstrates my emerging expertise as a developer who can lead a project from a raw nostalgic concept to a polished, system-heavy reality, directly aligning with my goal of becoming a lead Game Designer.

As I approach graduation, these three experiences, from the technical systems of Connor Prairie to the educational UI of Automated Acres, form a cohesive narrative of my development as a Game Designer. My growth has transitioned from mastering raw code to understanding how mechanics serve as a storytelling language. By correlating technical realism with gameplay and translating complex data into interactive minigames, I have proven my ability to innovate at the nexus of technology and narrative. These projects align with my professional goal of entering the game industry as a developer who can bridge the gap between complex systems and intuitive player experiences. Together, they demonstrate that I am not just a programmer, but a world-builder who uses every line of code to enhance the player's journey, making me ready to contribute to high-level, creative game production.

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