“Bringing people, ideas, and visions together to make games that matter.”

Selected Projects

BEHIND THE SCENES

Inside the Studio

A student-led look at the people and process behind our game development studio.

As Communication Lead, one of my students documented the development process through interviews with team leads and I as lead producer, highlighting how each team approached their work and collaborated throughout development.

The result is a behind-the-scenes look at how students moved beyond simply making a game to experiencing the collaboration, communication, and production practices of a real development team.

Courses Taught

  • Advanced Game Development — CodeWorks 2026

    Timeframe: 5 weeks.
    Students: 20 college students.
    Focus: Professional game development through Agile production, collaborative studio workflows, and Unity certification.

    Highlights & Outcomes:

    • Designed and taught a 3-credit dual-enrollment course developing a game for the Baltimore City Health Department.

    • Led students through Agile production using Unity, C#, Jira, Confluence, and GitHub.

    • Structured development across five sprints from pre-production through polish and showcase.

    • Integrated Unity Certified Associate: Game Developer exam preparation alongside hands-on production.

  • Advanced Game Studio — Spring Prodigy 2026

    Timeframe: 10 weeks.
    Students: 20 high school students.
    Focus: Professional game production through collaborative development, sprint-based workflows, and iterative production.

    Highlights & Outcomes:

    • Designed and led a studio-simulation course covering the game production pipeline from concept through release.

    • Introduced professional workflows including Jira, sprint planning, playtesting, and retrospectives.

    • Led students in developing an original game using Godot and GDScript.

    • Managed studio roles and production goals through publication on Itch.io and a public showcase.

  • Advanced Game Art — Winter Prodigy 2025

    Timeframe: 10 weeks.
    Students: 12 high school students.
    Focus: 3D asset creation, real-time environment development, and Blender-to-Unity workflows.

    Highlights & Outcomes:

    • Designed and taught a pipeline-focused course connecting Blender asset creation to Unity development.

    • Taught modeling, UV unwrapping, and clean topology for efficient real-time game assets.

    • Led students in integrating 3D assets into Unity through environmental composition and level design.

    • Guided students through portfolio development and presented finalized environments at a public showcase.

  • Game 4 Good — Game Jam 2025

    Timeframe: 2 days.
    Participants: 25+ high school and college students.
    Focus: Social-emotional learning through rapid game development and accessible Unity workflows.

    Highlights & Outcomes:

    • Built a custom Unity no-code template using C#, enabling students with no programming experience to create games in under five hours.

    • Designed a Signal-based interaction system supporting doors, triggers, animations, dialogue, and puzzles through the Unity Inspector.

    • Created a Game Jam Guidebook and instructional videos covering development workflows and implementation.

    • Supported student teams through collaborative development using GitHub and rapid game-jam production practices.

  • Advanced Game Programming — Fall Prodigy 2025

    Timeframe: 10 weeks.
    Students: 15 high school students.
    Focus: Advanced Unity and C# programming through multi-project game development.

    Highlights & Outcomes:

    • Designed and taught a project-based course using a custom Unity 3D arcade-style template.

    • Led students through three interconnected mini-games focused on player movement, inventory systems, and AI navigation.

    • Taught advanced C# concepts including Scriptable Objects, UI management, and optimization.

    • Supported students in publishing complete game collections on Itch.io and presenting them at a public showcase.

  • Introduction to Game Design — CodeWorks 2025

    Timeframe: 5 weeks.
    Students: 20 high school students.
    Focus: Game design fundamentals spanning analog design, digital art, narrative, and introductory programming.

    Highlights & Outcomes:

    • Designed projects spanning remix games, original board games, and interactive digital experiences.

    • Taught GIMP for creating custom digital art assets and visual game content.

    • Led students in building narrative games with Twine using variables, conditionals, events, and HTML/CSS/JavaScript.

    • Guided students through documentation, portfolio development, and publication on Itch.io before a community showcase.

  • Intermediate Game Design — Prodigy 2025

    Timeframe: 12 weeks.
    Students: 17 middle and high school students.
    Focus: Unity and C# foundations through collaborative 3D game development.

    Highlights & Outcomes:

    • Designed and taught a project-based course using a 3D survival game template as a foundation for development.

    • Taught C# scripting, player movement, AI, UI, lighting, and animation through hands-on projects.

    • Led students in designing and implementing original survival games with unique mechanics and features.

    • Supported students through publication on Itch.io and presentation at a public showcase for families and industry guests.

  • Computer Science Fundamentals — Baltimore City Public School 2024

    Timeframe: 2 quarters.
    Students: 60+ middle school students.
    Focus: Computer science fundamentals with introductory app and web development.

    Highlights & Outcomes:

    • Taught foundational computing concepts including input, output, storage, and processing.

    • Led students in building apps with Code.org App Lab addressing real-world social issues.

    • Introduced HTML and CSS through hands-on web development projects during the second quarter.

    • Developed presentation, collaboration, and problem-solving skills through project-based learning.