Published

Video Games

Games on Steam

Markus’s Miasma — Steam
Markus’s Miasma Trailer Thumbnail

Explore a fog-shrouded, distorted version of UCSC in this 2D puzzle horror game. Uncover cryptic clues and hidden memories to piece together the disturbing truth behind one man’s obsession.

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Markus’s Miasma — June 2025

Overview

Welcome to UCSC—sort of. Markus’s Miasma drops players into a fog-drenched, uncanny version of UC Santa Cruz where familiar landmarks are warped and the silence carries weight. Navigate eerie footpaths and unsettling interiors as you uncover the story of Markus—a man whose past is bleeding into reality through puzzles, fragments, and memory.

Key Features

  • Puzzle-Driven Exploration: Traverse haunted reinterpretations of labs, libraries, and forest trails. Solve logic and environmental puzzles to unlock new areas and assemble Markus’s fractured narrative.
  • Atmospheric Horror: Slow-building dread, sound design, and psychological unease—not jump scares.
  • A Twisted UCSC: Quarry Plaza and Porter Meadow reimagined through guilt, memory, and distortion.
  • Narrative-Forward: Themes of trauma, regret, and identity; choices shape the truth you uncover.
  • Estimated Playtime: 1–2 hours.

My Role & Production

Product Owner & Project Manager for a six-month development cycle. Led an interdisciplinary team of eight using Scrum: sprint planning, backlog management, milestone builds. Directed creative vision, coordinated cross-discipline work (design, programming, art, audio), presented regularly, and maintained documentation.

Originated as a UCSC undergraduate capstone. Progressed from pre-production (vision, scope, prototypes) to production (feature/content) and post-production (polish, QA). Refined via structured playtests with classmates and faculty.

Credits

  • Project Owner / Producer: Kaylee Morales
  • Tech Lead: Nat Chu
  • Tech Members: Isai Rincon, Nick Dilorenzo, Chrstina Taylor, Celeste Herrera
  • Art Lead: Samina Esteqlal
  • Art Member: Hasina Esteqlal

Notes

All characters, locations, and events are fictional. While inspired by the aesthetics of UC Santa Cruz, this work does not depict the real university.

Red Trees Rail Co — Steam
Red Trees Rail Co cover

Red Trees Rail Co is a VR Horror Train simulator set in a Redwood Forest. Work a tiny night train by yourself, transporting passengers from town to town.

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Red Trees Rail Co cover art
Red Trees Rail Co — June 2024

Overview

Red Trees Rail Co is a VR horror train simulator placing you in a restored steam locomotive on a new night route through redwood forest towns. Reports of unsettling phenomena complicate routine operations.

Operator Duties

  • Drive the Train via realistic locomotive controls.
  • Pick Up & Drop Off passengers on schedule.
  • Check Tickets and keep the timetable on track.

Horror Elements

Expect hallucinations—figures in the trees, impossible interior damage, and other reality-bending events. Rely on the former engineer’s notebook for procedures and survival.

My Role

2D artist, storyboarder, QA tester, generalist. Joined a UCSC capstone team as a sophomore to support a senior team delivering a polished VR experience.

Credits

  • Programmers: Charles Qi, Phil Meyer
  • Art / Social Media / General: Kaylee Morales

Game Jams

Things Left Unspoken — thatgamejam #1
Things Left Unspoken cover art

A point-and-click narrative game about a daughter trying to finally say what she’s been putting off during lunch with her mother.

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Things Left Unspoken key art
Things Left Unspoken — January 2026

Overview

Things Left Unspoken is a point and click narrative game about a daughter having lunch with her mother. You play as the daughter, who is trying to say something she has been putting off.

As the mother talks, dialogue choices appear in real time. However, your brain will be riddled with intrusive thoughts (doubts, fears, etc.), that may bleed into the real world. As the conversation gets heavier, these panicked thoughts may overwhelm you.

My Role & Programming

I was the main programmer responsible for bringing the core mechanic to life: we wanted the interaction to feel like the difficulty of speaking. This mechanic would show the hesitation, the emotional blockage, and the pressure of having too many responses in your head at once.

The UI was designed so text can fill the screen, and you often have to wait for the mom to finish speaking before you can click. This was intentionally designed to simulate having a flood of responses in your mind, but not being able to say them yet.

I closely read the design documents that our designer, KT, would share with us and translated them into real gameplay behavior. I turned narrative intentions into timing, input rules, and moment-to-moment tension.

Content Warning

This game contains emotionally sensitive themes, including difficult family dynamics and intrusive thoughts.

How It Works

  • Dialogue choices appear while the mother is speaking.
  • Some options move the narrative forward, others are more on the intrusive side.
  • As tension rises, choices become more chaotic.
  • Not choosing a response in time pushes the conversation in a specific direction.

Details

  • Controls: Left click to select a response.
  • Outcomes: There are three possible endings.
  • Playtime: ~5 minutes.
  • Themes: Mother-daughter relationships, intrusive thoughts, emotional pressure, and the difficulty of being honest with someone you love.

Known Bug

Dialogue can be unselectable. If this happens, go to the pause menu and click Restart, or go to Main Menu and start from there.

Credits

  • KT LoPorto — Narrative / Designer / Voice Actor
  • Kaylee Morales — Programmer
  • Michelle Zhou — Art / UI / Programmer

Jam Info

Made for thatgamejam #1 by thatgamecompany, inspired by the provided image.

Chinese Translation

《未尽之言》是一款点击互动类的叙事游戏,讲述一位女儿与一位母亲共进午餐的故事。你将扮演女儿,尝试说出那些埋藏心底,迟迟未开口的话。

内容警告:本游戏包含情感敏感的主题,包括复杂的家庭关系和侵入性思维。

  • 控制: LMB / 鼠标左键
  • 玩法机制:当母亲说话时,对话选项便会实时出现。
  • 有些选项能推动故事的发展,而另一些则更加具有侵入性。
  • 随着紧张局势的加剧,选择会变得愈发混乱。
  • 如果未能及时做出回应,对话将朝着特定的方向发展。
  • 结局走向:共三种可能结局
  • 游戏时长:约5分钟
  • 核心主题:母女关系、侵入性思维、情感压力以及与至亲坦诚的困难。

制作团队:

  • KT LoPorto — 叙事 / 设计 / 配音
  • Kaylee Morales — 程序
  • Michelle Zhou — 美术 / UI / 程序

Prototypes

Bat Bomb — Prototype
Bat Bomb prototype cover

A vibrant 2D platformer developed in Unity, replacing WASD with a deliberate slingshot movement system.

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Bat Bomb gameplay art
Bat Bomb — November 2024

Overview

Bat Bomb is a Unity platformer that rethinks movement by replacing continuous WASD input with a deliberate slingshot mechanic. Players line up shots and commit to each launch to traverse floating platforms with precision.

Gameplay Mechanics

  • Slingshot Movement: Aim and launch to traverse; success demands careful planning and angle control.
  • Avoiding Bats (Lose Condition): Alerted bats pursue the player; getting caught ends the run.
  • Collectibles & Crowd Control: High-skill pickups trigger explosive effects to clear bat swarms.

My Role & Team

Built by a 3-person team for a UCSC Prototype class focused on creative mechanics exploration. I served as Concept Refiner, Coder, and Documenter, shaping the slingshot design, implementing core interactions, and maintaining design/technical docs.

Credits

  • Programmers: Calvin Hunter, Jake Sales, Kaylee Morales

Developer Notes

The prototype explores how platformers feel when committed motion replaces continuous input, encouraging foresight and risk management over constant micro-adjustment.

Puzzle Path — Prototype
Puzzle Path prototype cover

A creatively designed puzzle platformer featuring unique levels, narrative elements, and responsive controls.

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Puzzle Path gameplay art
Puzzle Path — June 2024

Overview

Puzzle Path is a puzzle-platformer built in Phaser for a foundational game design class at UCSC. The project emphasizes readable level design, tight controls, and light narrative framing.

Design Goals

  • Craft distinct puzzle rooms that teach and iterate on mechanics.
  • Blend narrative cues with traversal to guide player intent.
  • Maintain responsive input and clear feedback for each challenge.

My Role & Team

Built by a 4-person team. My contributions focused on map and platform concept design and coding core interactions and level logic in Phaser.

Credits

  • Programmers: Hasina Esteqlal, Samina Esteqlal, Kaylee Morales, Celeste Herrera