Game Design
Games are design with stakes. You have to earn the next screen. This section covers two distinct chapters of game design work, and they couldn't be more different in context — which makes them a pretty good argument for the breadth of what game design actually is.
The first is a four-year stretch at WGBH Boston's Children's Interactive group, where Daniel served as the lead designer on Martha Speaks, the PBS kids show about a talking dog with an impressive vocabulary. On Martha, he wore essentially every hat: game mechanics, animation, sound design, music scoring, information architecture, UX, storyboarding. The games here — a pizza parlor run by dogs, an astronaut sock-retrieval mission, a virtual dog adoption sim — are deceptively well-crafted. Teaching vocabulary to six-year-olds through gameplay is genuinely hard design work, and the fact that these feel fun first and educational second is the whole point.
The second is a series of interactive games designed for a Kansas City Chiefs museum installation, centered on mental and physical wellness. A passing game, a memory game, a balance game — built for a very different audience, but grounded in the same core question: what makes someone want to keep playing?
Martha Speaks
From 2007 - 2011 I worked in WGBH Boston's Children's Interactive group. During my time there I worked on a range of Children's brands including Arthur, Curious George, Zoom, Design Squad Nation. However my primary project during that time was Martha Speaks. On Martha I was able to tackle a number of different responsibilities including game mechanics, animation, sound design, music scoring, information architecture, user experience and storyboarding on multiple platforms. These are just a sample of the interfaces and game scenarios I designed during my time on the project.
Inspired by gestural interfaces, like those found on the Wii, I designed the actions in Skits Cooks to react to simple gestural motions. By simply moving the mouse up and down, left to right, or in a circle, kids can control the dogs to make pizza in a dog-owned parlor. We also experimented with particle generators to react to the user's movements to create a more dynamic experience.
Skits Cooks
Game Snapshots
The fire hydrant topping adder in the dog pizza parlor
A series of mini-games inspired by Nintendo’s WarioWare, framed as a talent show hosted by Truman, to teach a miscellaneous set of words.
Word Play
Game Snapshots
A game in which Astronaut Martha is on a mission to find all of the socks that go missing in the laundry, while teaching her fans space-related vocabulary.
Socks in Space
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This game was designed in response to a common request from kids interested in adopting a dog. This feature allows our users to choose a dog, from a set of five, to play with and nurture through a unique set of interactions. When the feature first launched, the user's dog would rest in a dog bed up in the navigation while that user visited other parts of the site. (The site has since restructured, and the dog bed feature has been taken away.)
Pup Pals
Game Snapshots
Kansas City Chiefs
A series of games designed for a KC Chiefs interactive museum focused on mental and physical wellness
A game designed to promote the value of balance. The primary input affordance was a balance board connected to a potentiometer. I designed the game elements to harken to pinball elements.
Balance Game
Game Snapshots
A touch-screen, football route-based game to test the player’s memory. (While I created the concept, and timer/score bar, Dan Nolan created the final game touch UI.
Memory Game
Game Snapshots
This game tested the reaction speed and accuracy of the player to tap the button in order catch the pass.
Passing Game
Game Snapshots