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Split - Serious Games Institute

The central mechanic of this platformer was the ability to switch between two dimensions which embodied the opposing cultural influences of individualism and collectivism. The levels would necessitate switching to navigate environmental pathfinding puzzles, but would also be integral to problem-solving an impasse with characters in the course of the main narrative.

While I did not see this project to completion (leaving just before the end of the alpha stage), I acted as the lead developer managing a team of 1 full time programmer and a number of interns and contractors. I worked longside other designers, writers and 3D modelers in a closely-knit team, interpreting the vision of the creative lead and implementing features while managing my team to do the same.

Although built primarily as a contribution to academic research, Split was later released on the Google Play store and has received positive reviews.