Miralab
Miralab is a 3rd person single player systems based explorer played through the unique perspective of an immortal jellyfish’s cyclical life stages: embryo, baby, adult and a reversal back to embryo. Play with time and memory to uncover secrets and solve puzzles embedded within this complex eco-system which changes every cycle based on your choices. Gain a new perspective on life, death, and the passing of time as you experience mortality in a new way. Creative Director: Amanda Tasse My Role: Designer www.miralabgame.com
You may also like
Sammich
Oil on Canvas
2012
Painting
TimeBall
A pinball game made in one week. The twist is that time can rewind to increase combos and score. Pressing rewind will reverse the pinballs position, potentially allowing the pinball to chain hits in a mind bending way!
2016
Game Design
7
Colored Pencils on Paper
2011
Drawing
Love Handles (Pinch the Sides!)
2 teams of 3 players form a triangle with a looped rope. Players must attack the midpoints of the other team's triangle while defending their own triangle. The inspiration for my digital game, Trilectro!
2014
Game Design, Interaction Design
Adapt
Adapt puts you in the perspective of a disabled veteran. The player must sit in a wheelchair that has it's movements mapped to the movements in the game in order to navigate around a 3d level. The experience is directed by a narrative that is still under development right now. I hope to make this game alongside other applications to promote empathy for disabled persons. In addition to creating narratives through this mode of input, I will be developing applications that have practical uses such as muscular rehabilitation and others.
2014
Creative Direction, Game Design, Interaction Design
ICU 3D Monster Model, Rig, & Face mesh
3D model, Rig, animation for ICU
2016
Game Design
Mighty Morphenaut: Multiplayer Collaboration in VR
A collaboration between the NASA Jet Propulsion Lab and the PlayStation Magic Lab to explore how multiple people can interact effectively in virtual reality. Using PlayStation's Project Morpheus and PlayStation Move, each player controls a simulation of Robonaut 2 to accomplish challenging and entertaining real-world tasks.
2015
Interaction Design
Vortex
The player uses the Playstation Move controller and a strong magnet to control a black hole, absorbing star systems while avoiding other black holes. The black hole is moved according to the Playstation Move's position in relation to the neodymium magnet. When the Move controller is out of range, the black hole begins spewing out light and reverses it's gravitational pull.
2014
Game Design
Guessture (WIP)
An a kid friendly multiplayer sketching game for smart devices to enhance the experience at the Getty Museum. Based on the technique of Gesture drawing.
2016
Game Design
Concrete Genie VR
VR experience for the Concrete Genie PS4 game.
2019