“so eric, what have you made?” INTERACTIVE VISUAL NOVELS Approved pitches evolved into 40+ page treatment documents that comprehensively detailed story beats, characters, world design, art style, game mechanics, player-facing variables, and endings. The first few episodes were prototyped using Twine for rapid iteration and testing. They were then imported into Sublime and properly coded for testing in the proprietary publishing tool as alphas. Visual scenes, character poses, environments, and iconography was thoroughly documented and outsourced to artists. Beta episodes featured final art and were playtested with the writing community for feedback, discussion, and refinements. Published episodes were available on the platform including monetization choices. Live episodes were edited and iterated to maximize player retention and monetization as new episodes were produced. Slide 1 Slide 1 (current slide) Slide 2 Slide 2 (current slide) Slide 3 Slide 3 (current slide) Slide 4 Slide 4 (current slide) Slide 5 Slide 5 (current slide) Slide 6 Slide 6 (current slide) CUSTOM eLEARNING These products involved negotiating with clients to determine learning needs and experience design including online courses, campaigns, or games and gamification. While traditional elearning uses established authoring tools, custom projects involved engineers using javascript, webflow, AR and VR. Highly successful solutions incorporated AI to provide custom feedback. Highly complex budgets could exceed $1M, and timelines could range as little as 2-3 months based on the deliverable. Stakeholders ranged from project managers through to V-suite. Slide 1 Slide 1 (current slide) Slide 2 Slide 2 (current slide) Slide 3 Slide 3 (current slide) Slide 4 Slide 4 (current slide) ADVENTURE GAMES Pitches were greenlit by the publisher (Big Fish Games) and led to GDDs that detailed all story, character, screens, art style, interactions, puzzles, selling features, and bonus content. Concept art for screens, characters and storyboards led to fully produced assets and milestones to produce a 1-hour beta demo. Demo was scored by players to determine player satisfaction and hype. This led to rounds of publisher-led refinements to maximize sales confidence and meet launch window. Final games were produced over 8-9 month period featuring 5 hours of content. Player reviews determined IP longevity and pre-production adjustments to upcoming titles. Slide 1 Slide 1 (current slide) Slide 2 Slide 2 (current slide) Slide 3 Slide 3 (current slide) Slide 4 Slide 4 (current slide) Slide 5 Slide 5 (current slide) TABLETOP GAMES These can be considered "for fun" projects used to explore and test interesting ideas based on my love for board games. Tabletop designs begin in, and spend most of their life as, a paper prototype. Game mechanics and variables are tested using rapid iteration to maximize player enjoyment and fun. Often, a theme informs the game premise or design approach. The game shown here, "Catastrophe!" also went through graphic design and public playtesting. Slide 1 Slide 1 (current slide) Slide 2 Slide 2 (current slide) Slide 3 Slide 3 (current slide) Slide 4 Slide 4 (current slide)