Spitfire Sheep is an arcade-style shoot-’em-up with humorous visuals and a unique elemental twist. You have to zap fire-breathing sheep with lightning and douse their fires with rain, but you must avoid zapping any fires! Survive for as long as you can and compare your scores to other players’! You can also collect adorable costumes!
This is Flow Wing Studios’ first published game! I was the producer and designer for this project, and I also did most of the quality assurance testing.
The full game is available on Google Play and iOS.
The House on Usher
The House on Usher is a hidden object adventure game with a lighthearted horror-comedy theme. The player takes on the role of a real estate agent named Angie Dee, who is trying to fix and increase the appeal of a seemingly haunted ’70s-era property.
The player is challenged to locate several objects hidden in a variety of scenes to earn an inventory item. Using the proper inventory items in the correct area will allow the player to progress through the property and eventually solve the mystery of Usher Street’s most notorious house.
I was involved with several tasks, including content design for art and audio assets, level design for some of the hidden objects, playtesting, quality assurance, and marketing research.
A demo is available for PC, Google Play, and iOS. Learn more about the game on its official page.
Feed the Rocker
Feed the Rocker is a physics puzzle game with a distinct rock ‘n’ roll style. In this game, the player must bounce pieces of food into the Rocker’s mouth to feed him. The player can also earn guitar picks, which can be traded with Facebook friends.
I performed quality assurance, social game research, and graphic design tasks. Below, you can see some of the guitar picks I made.
Unfortunately, Feed the Rocker is in hiatus and might not be revived. However, if you’re curious and want learn a little more about it, please visit the official page.
As a game evaluator in the Globaloria program, I reviewed the student teams’ games and gave them suggestions over the course of their game’s development. The students could receive badges when they met the criteria or excelled in an area. The students had to make educational games, so it was crucial to ensure that their games had learning content.
In the example below, I gave a very positive evaluation to one of the teams. Please click on the image to enlarge it.