Projects

Mods • Systems • UX • Research • Advocacy

USC • M.S. Computer Science: Game Development

Board Game — Sushi Rat Revolution (Up the River mod)
Sushi Rat Revolution cover art

How I modded Up the River to add a rotating conveyor and new tension loops?

Overview — Modding Up the River

Sushi Rat Revolution began as a targeted mod of Up the River built under a structured two-week work cycle. Across Week 1 and Week 2, our team introduced a rotating conveyor mechanic, redefined how rats interact with the river, and layered in set-collection goals to reshape push-your-luck decisions. The short timeline forced us to treat each week as its own micro-sprint: Week 1 focused on proving the core mechanic, and Week 2 focused on smoothing pacing and clarifying player choices.

  • Week 1: Defined the conveyor, paper-prototyped new states, clarified rat movement, and identified broken loops.
  • Week 2: Smoothed pacing, tightened rules text, aligned iconography with player cues, and recalibrated set-collection rewards.
  • Kept all changes compatible with the original components so the mod could function as a drop-in rules patch.
  • Documented the final rule diffs so a producer, QA team, or instructor can quickly understand what changed and why.

Mod Design & Process

We approached the project like a small production team: identify a friction point → propose a minimal rule change → prototype → playtest → iterate. Because the class schedule locked us to a two-week cycle, every change had to either sharpen tension, clarify feedback, or improve player flow.

  • Reframed the conveyor as the core risk engine that determines urgency each turn.
  • Balanced set-collection so rewards build over time but don’t stall the race pacing.
  • Resolved early flow issues where players hesitated or stalled by simplifying turn structure and reducing ambiguous edge cases.
  • Designed icons and card layouts to be easily reskinned in a future art or digital pass.

Production Notes

  • Rule changes are isolated so the base Up the River experience stays intact for players who prefer the original.
  • Card and icon assets are built as modular layers for fast updates or localized variants.
  • Playtest reports and journals are structured to support QA, usability review, and future digital prototyping.
Making Sound Visible — Standardizing Audio Visualizers in Shooters

How do we standardize visual audio as an accessibility option industry-wide?

Advocacy Statement

As a game designer and a survivor of a school shooting, I carry a unique relationship with sound. Loud, sudden audio cues can trigger panic. Despite my love for shooters, I stepped away from many of them because these sounds overwhelmed me or brought back traumatic memories.

Fortnite’s audio visualizer changed that. By translating nearby sounds into clear, on-screen visual indicators, it gives me agency over my sensory experience and lets me engage on my own terms. Originally designed for Deaf and hard-of-hearing players, it has also become a lifeline for players with trauma, sound sensitivities, or cognitive differences.

I believe features like visual sound indicators should become a standard across all shooting games. Just as subtitles and colorblind modes are expected, visual audio cues should be part of every player’s toolkit.

Design as Advocacy

Accessibility isn’t limited to physical ability. It extends to emotional safety, mental health, and cognitive inclusion. Standardizing visual audio cues can help:

  • Players with PTSD or sound-trigger sensitivities
  • Neurodivergent players who struggle with overstimulation
  • Hearing-impaired players who rely on visual cues for awareness

By offering visual alternatives for auditory feedback, developers invite more people to safely experience fast-paced gameplay without exclusion or distress.

UCSC • B.S. Computer Science: Game Design

The Right to Carry — Merrill Moat Mural
The Right to Carry mural

How I used public art to open a campus-wide conversation about gun violence?

The Right to Carry mural full view
Merrill Moat — 2024

Artist Statement — Art as Conversation

“The Right to Carry” is a mural that moves beyond artistic expression to serve as commentary on the crisis of gun violence in America. As a survivor of a school shooting, my college experience has been shaped by my own search for healing. This artwork emerged from that experience and aims to advocate for change.

Set against a funeral procession, the mural brings together individuals from different backgrounds, each affected by gun violence. A casket anchors the composition as a reminder of the irreversible losses communities suffer. Bright flowers contrast with the muted palette to symbolize hope, resilience, and the possibility of change.

The piece is meant to do more than mourn. It invites reflection, dialogue, and a communal call for action.

Wireframes — UI & UX

How I reimagined a Mario Kart mod to introduce Stardew-style farming?

Mod UX Vision — Mario Kart meets Stardew Valley

This project explores how a live-action racing game could adopt cozy, persistent systems from farming and sim games. I prototyped mod flows for in-race pop-up festivals, player-run farm kiosks that affect race buffs, and a safe mod marketplace UI that signals provenance, compatibility, and update history.

Design Highlights

  • Mod discovery UI with clear trust signals like ratings, signed authors, and changelogs.
  • Farming tools and vendor flows that surface rewards without interrupting race pacing.
  • Onboarding for creators through templates, previewable changes, and rollback support.
System Analysis: Time-Based Puzzles — CMPM 176

How do time-based verbs shape player pacing and challenge curves?

System Analysis — Slides (UCSC) • July 2024

Overview

For CMPM-176 (UCSC), I explored time-based systems through verb and noun frameworks, player pacing, and playstyle assumptions, then proposed a new implementation inside an existing title to demonstrate design reasoning.

Game Systems of “The Outlast Trials” — CMPM 176

Which systems amplify emergent horror?

Outlast Trials systems analysis board preview (Miro)
Systems Analysis Board — Miro (UCSC) • June 2024

Overview

In CMPM-176 (UCSC), I mapped how interacting systems create tension and flow in a horror setting, then communicated those findings through a public Miroverse board.