Experience Designer & Narrative Systems Engineer
Immersive Design Summit (2018-2019)
The premiere gathering of immersive creators worldwide.
The Headlands Gamble (2015-2019)
An immersive mystery weekend trip for two, told through meetings with actors, physical artifacts, calls and texts, and a custom convertible with a digital tablet interface.
A game about lost relationships that uses your email history to fill your experience with memories from your personal past.
Logan's Run (2014)
The sci-fi classic, brought to life as an epic live-action street game in the alleys of San Francisco.
Adventure Design Group (2013-2020)
The Bay Area's first nexus for immersive experience creators across disciplines.
The Hearst Collection (2012)
“An adventure in art:” An art-heist laser maze installation game.
Woodcut Maps (2011-2020)
Handcrafted wood-inlay maps. Designed by you, rendered by the cloud (from mapping data), and assembled by oboists in San Francisco.
Crazy Boat and the Curse of the Trash Vortex (2011)
The Pacific Trash Vortex has reached critical mass, flooding the seas with strange and valuable debris. Make your fortune in a new age of seafaring entrepreneurship.
Meet Gatsby (2010)
Gatsby introduces you to nearby people with common interests and friends, wherever you go.
A market game for twitter words: buy infrequently mentioned words and sell them for a (virtual) profit!
Scenic Route (2009)
Because getting there should be half the fun! Scenic Route builds dynamic walking tours from wherever you are to wherever you’re going.
Le Livre Secret des Buttes Chaumont (2009)
“Le Livre Secret des Buttes Chaumont” is an interactive short story situated within Paris’s Parc des Buttes Chaumont. Every plot point in the fictional adventure, set in Rome and Tivoli, corresponds to an actual location within the park.
A massively inclusive distributed strategy game based on RISK played at college campuses. We raised funding and launched successful games at several universities.
Mansion of Crossed Destinies (2007)
A two player cooperative game where one player, in the role of Sarah Winchester in the early 1900s, built what would become the Winchester Mystery House, while another player encounters ghosts in the house a hundred years later.
Castro Catastrophe (2006)
An historical fiction game and interactive theater piece inspired by the history of Harvey Milk.
Alphabetic Architects (2006)
In 1529, Geofroy Tory tried to find the answer to why the Roman alphabet was so beautiful. This is his story. Published in Printing History, January 2008.
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