Game Concept Design & Direction

Minute Maid Fruit Animals iOS Game

When Minute Maid launched a new line of juice boxes featuring fruit-animal characters, I led the concept and direction of a physics-based iOS game that transformed the packaging into an interactive experience.

Minute Maid Fruit Animals


Physics Gameplay

Built in Box2D (the same engine used in Angry Birds), the game turned static brand characters into dynamic, tactile gameplay rather than a traditional promotional microsite.

Minute Maid Fruit Animals

Level Design & Game Mechanics

To strengthen the Pro Xtra experience, I led a structured evaluation of CSAT trends, behavioral data, and direct customer feedback to uncover systemic pain points. By synthesizing quantitative signals with qualitative insights, I helped reframe isolated complaints into clear strategic opportunity areas—shaping roadmap priorities and elevating the loyalty experience to better serve professional customers.

Security Samari

For Carbon Black, I led game design and creative direction for Security Samurai, a fast-paced trade show game inspired by Fruit Ninja.

Built in Unity, the goal was to create an engaging, high-energy experience that attracted crowds and reinforced the brand in a memorable way.

I directed game mechanics, difficulty tuning, 3D art, and UI design while leading a cross-functional team to deliver a polished, interactive experience for live events.

Interactive Campaigns
Lead For Cartoon Network

I led the concept and creative direction of dozens of promotional micro-games for Cartoon Network, designed to drive audience engagement, sweepstakes participation, and viral campaign growth. I established scalable gameplay frameworks, directed cross-functional teams from concept through launch, and ensured each experience balanced brand integrity, accessibility for kids, and measurable campaign impact across multiple show and marketing initiatives.

Space Ghost Story Creator

How to Train Your Dragon Promo Game

Trick You Bike Sweepstakes

Energyville

Energyville was an interactive simulation created by Chevron in partnership with The Economist to explore the complexities of global energy management.

As Game Design Lead, UX Designer, and Art Director, I defined the core simulation mechanics, designed the user experience, and directed the visual language of the platform. The game challenged players to balance cost, environmental impact, and energy demand, translating complex global tradeoffs into an accessible, systems-driven interactive experience.