Jennifer R. Ash
Game Design, User Experience Design
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Game Design

User Experience Design

Educational Design

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IBM

Art

Pastry Perils

Project for the semester, created in Processing. You are Perry the Penguin and your archnemesis Wally the Walrus has upturned your truck and cupcakes are sliding down the hill! Frost the cupcakes to stop them before Wally eats all your wares!

Play the game!
Arrow keys to move, Shift key to shoot icing. You must collect icing before you can shoot it. You may have to click the screen to activate controls.
GAME
Spring 2011
[NYU ITP] ICM
Software: Processing

Frat ExSTINKtion

Card game created in 24-hours (our team had limited schedules), with the theme of extinction. Players participate in turn-based play, in which on their turn, they draw a card, and then play an action card and a house or room card (on yourself or others). Play ends when all 7 rooms of the house is built. To win, you must have the most extreme personal room state that matches the state of the house. 2-3 players.

Link to game on Global Game Jam site

GAME
January 2011
Global Games Jam 2011
Card Game

Team members:
Owen Gottlieb
Traci Lawson



Geometruck Wars

From the GDD:
Geometruck Wars is a entrepreneurial strategy puzzle game that provides practice in identifying concepts of and determining the perimeter and area of 2D polygons. Each player is a food truck vendor trying to build an empire to reclaim their family legacy. Players try to acquire the largest sales territory in the city by selling food to city dwellers out of itinerant trucks.

**Showcased at Top 10 in Games for Learning Design Competition 2011**

GAME, EDU DESIGN
Fall 2011
[NYU] Games and Simulations
Browser game
Role: Game Design

Team members:
Meagan Bromley
Dan Dela Rosa
Karishma Gurtu
George Poulos

Polygon Paparazzi

Polygon Paparazzi is a 2D puzzle game where you manipulate shapes to guide yourself to all the celebrity scenes before you have to head home. Your avatar, the rising star, has properties similar to a rubber ball, and the shapes provide direction within the play space. Your goal: become a Superstar!

Design Document available on request

GAME, EDU DESIGN
Fall 2010
[NYU] Games and Simulations
Role: Game Design

Team members:
Meagan Bromley
Karishma Gurtu

Chemistry Shell Game

Game created based upon the constraints of learning, race game. Based upon the shell levels of an element, two players race each other to get their electrons out of the element.


GAME, EDU DESIGN
Fall 2010
[NYU] Games and Simulations
Board Game

Pedestrian Picture

Mobile, multiplayer experience meant for urban play, but could be modified by the user. Teams of players use GPS enabled phones to create graphics overlaid on digital maps.

Design presentation available on request.

GAME DESIGN, UXD
Fall 2010
[NYU] Interaction Design
Mobile game

Team members:
Kathy Yu

Club Penguin DS

Design associate for the DS extension of the popular MMO, Club Penguin. Assisted with design documents, gameplay testing including balancing and tuning, and preparing for user testing sessions.

GAME
Spring 2008
1st Playable Productions
Handheld game
Role: Game Design

Skills used/learned:
C++
LUA scripting
Design docs
Game tuning
Playtest organization

Audiotron



Wiimote head-tracking, FPS-rhythm game utilizing Johnny Lee Chung's Wii tracking research, along with game mechanics, custom musical tracks, and LED glasses to control the camera while the player collects pieces by aiming the Wiimote. The player's goal is to unlock instruments composing the music by collecting associated shapes without getting hit by the incoming shapes. Presented at the RPI Games Symposium.

**Awarded 4th place out of all the games submitted that year (15+) from the other game development classes.**


GAME
Spring 2008
[RPI] Experimental Game Design
Role: Production, Game Design

Team members:
Brian McDonald
Dan Nottingham
Joe Miller
Jacob Moore

Gestures in SecondLife

Exploration as to the influence of gestures in Second Life. Exploration to build off of Wiggle project. Advisor: Marc Destefano

Document available by request.

GAME THEORY
Spring 2008
[RPI] Psychology Thesis

Jack Tramiel and Atari

Report written covering the history of Jack Tramiel and his influence on Atari.

Jack Tramiel essay

GAME THEORY
Spring 2008
[RPI] History and Culture of Games

Word game

Word game with a race mechanic.


GAME
Spring 2008
[RPI] History and Culture of Games
Board game

Team members:
Brian McDonald

eXtreme Team LaserBall

Created a design for a FPS that was non-violent. Developed a multiplayer, team-based game that involved a labyrinth-like 3D world, where the team members would manipulate a ball around to the goal.

eXtreme Team Laserball GDD

GAME DESIGN
Spring 2008
[RPI] Experimental Game Design
Computer game proposal

Team members:
Casey Addy
Darien Browne
Fred McCullough
Brian McDonald
Jeffrey Sult

Game Proposal: Dome

For the final project of this class, we were asked to collaborate as a group to develop a concept for 3 character to interact in a game. The three character archetypes had to include: a player-character, an enabling NPC, and an NPC attempting to thwart the player in some way. The characters were the main focus and the game had to demonstrate how the characters drove the game.

GAME DESIGN
Fall 2007
[RPI] Designing Characters for Computer Games

Team members:
Ryan Tuck
Brian McDonald
Jeff Dingman
Daniel Axelrod

Single Character Analysis: I Choose You, Pikachu!
Single Character Analysis paper

Report based upon the factors we learned throughout the semester regarding creating characters for games.


GAME THEORY
Fall 2007
[RPI] Designing Characters for Computer Games

Grimm Fandango Character Addition

We were asked to create a character that fit into Grim Fandango, based upon character design theory. Considerations taken into account were back story, location, and impact on current narrative.


GAME DESIGN
Fall 2007
[RPI] Designing Characters for Computer Games

Team members:
Ryan Tuck
Brian McDonald
Jeff Dingman
Daniel Axelrod

Wriggle prototype

Prototype design using the Wiimote for controlling a game that would allow players to communicate emotion through color and shape. More details on Wriggle in RESEARCH

Progress Check overview

GAME DESIGN
Spring 2007
[RPI] Interactive Arts Programme
Software: MAX/MSP/Jitter

Pizza Pizza

Board game where you, the pizza delivery person, must maximize your runs to obtain the best tip and most routes. 2-4 players.


GAME
Spring 2006
[RPI] Game Mechanics
Board Game

Grimm Travels

Board game based the Grimm Fairy tales. Combination of memory and card collection, randomized each play to allow replayability. 2-4 Players.


GAME
Fall 2005
[RPI] Intro to Game Design
Board Game