I am an upperclassman at the NYU Game Center. I am proficient in all skills necessary for video game development. I believe in cohesive, purposeful game-making and find inspiration from Brøderbund and Lucas Pope.
Current GPA of 3.91
On deans list Fall of 2018, Spring of 2019, Fall of 2019, Spring of 2020
My most intensive classes were AP US History, AP Chemistry, AP Calculus AB, AP Literature, AP Government, and Honors Visual Studio.
I graduated completing the Creative Writing Signature Experience program, which included taking four creative writing electives and finishing a capstone project with the adviser.
To access my capstone project, go to: https://kirijo.itch.io/in-the-rain
I was one of twenty selected for USC's pre-college program for the summer of 2017.
I, along with about 50 other young writers that summer, attended Emerson's pre-college writers workshop in the summer of 2016.
Github, Autodesk Maya, Blender, Photoshop, InDesign, C#, Java, Unity, Unreal Engine 4, GameMaker Studio 2, Writing, Narrative Design, Game Design, UI Design, Photography, Collaborative Narrative Writing
Language- proficient in French, Latin
Concubine is a game I solo-developed in a week, September 2020. I made all the assets in it, including photographs, shaders, music.
Its concept: care-take a creature via clicking the four "humors" buttons, a pet game. It is based on the folk game "lights out," but meant to be abstracted and scary.
Nut Smasher is a game I solo-developed in a week, September 2020. I made all assets in it, including 3D models, music, VFX.
Its concept: tree nuts pass you by on a conveyer belt, press space to have a hammer smash them.
Sept Isle is a 3d exploration and puzzle game set on a small island. I worked with one co-designer, and this project was made in 3 weeks, the end of April 2020 to the beginning of May 2020. It is inspired by the aesthetics and puzzles of Myst and The Witness. I designed the UI, Island, and map. I modeled the rocks, cliffs, and the lantern asset. I programmed the UI manager and night/day cycle.
The Desecration of Blake North
I was the lead developer on this project, and it began from a pitch I gave in class and then extended into a five week project where my classmates joined and worked under my artistic vision. The Desecration of Blake North is a 3D mystery game made by a team of four students in a span of five weeks from November-December 2019. On this project, I did: all game design, all 2d art, all 3d textures, most 3d models, most writing, all music, most UI design, some programming, and some sound design.
That Citizen, a point-and-click surrealist adventure game. I taught myself GameMaker Studio 2 and GameMaker Language in order to develop this game, as my art teacher was not knowledgeable in programming. That Citizen is still being patched and content is still being added to it for a more finite experience, but a playable and finished build is available online. This was developed in one month, March of 2018.
A solo-dev'd twine game about the Trojan War, Robert Mapplethorpe, and expectations of femininity. I believe this game shows off my abililty to write for games very well. It was developed in 3 weeks in the fall of 2019.
In The Rain
In "The Rain Room," the player is in a white room with a floor of rock. Upon its walls lie stanzas from my poem, In The Rain. One wall of the room does not hold poems, it shows a 3D Landscape I have designed in Unity to go along with the poem. The sound of rain plays as players read. This was developed in December of 2017.
Once Again: Rat Pad
Once Again: Rat Pad, was the game developed by team Moss for the NYU Global Game Jam, 2019. In Once Again: Rat Pad, you play as a city rat, Homer, who lives on an island of trash with his friend Virgil, a lab rat. Your goal is to fish up trash from the ocean and then build a home out of the trash, while your rat friend snarkily comments on the items you fish up. This all happens with the foreboding presence of an upcoming storm, destined to wash away your home of trash.
In the NYU Global Game Jam community awards, Once Again: Rat Pad was nominated for the following categories: best narrative, most thematically resonant, and most ethically impactful. My place on the team was to work with others on concept and game design, and then individually on writing.
CATastrophic Orbs is a small, extremely stylized narrative game mod about getting to know an eccentric, entity-like cat and what it means to empathize with it. It was developed from March 12th, 2019 to March 26th, 2019.
Moonlit Hours [Demo]
Moonlit Hours is an unfinished project some friends and I did outside of school for the April 2019 NaNoRenO game jam. It is a game about a protagonist going through a museum to finish writing her English paper. Eventually, she gets locked inside and must spend the night with a strange array of characters. For this project I did narrative design, writing, and game design.
Albeit a better name, Labyrinth Stinker was game jam project a partner and I worked during the April 2019. It is a puzzle game where the player must make a trail of light through a blacked-out labyrinth, the dark in which lurk a monster, a key to the next level, and a gem to increase the score . I made the art and music for this game alone while I did game design with my partner, Arjun Jaishankar, who did programming alone.
Witches In South Bank
Witches in South Bank was an extension of the already existing, Sherlock Holmes Consulting Detective series made for my Intro To Narrative Design class. I co-wrote this work along with three classmates.
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