SARA'S DESIGN PORTFOLIO
Welcome to my portfolio! I invite you to explore my site to get a better understanding of my specialties, technique and most memorable projects. Below are some summaries of my favorite projects. Enjoy browsing, and please feel free to contact me with any inquiries.
BONEYARD BRAWLERS
A Graveyard Smash!
Boneyard Brawlers is a local, couch-competitive game with third person, four player, party gameplay. Players can each take control of a newly risen skeleton and fight their friends for body parts to build the ultimate monster. The monster parts are split into three sections: head, torso, and legs. Each part adds a unique ability to the game, so players, using a mix-and-match equip system, can create their favorite combination of parts to combat their friends.
​
Boneyard Brawlers was my senior capstone project, which I can proudly say won first place in Drexel's Senior Design Competition. As team lead and producer I established and maintained the vision, scope, and schedule for the project, while pushing our game's zaney and spooky flair at live playtesting sessions and presentations.
SCINTILLA
A Celestial Odyssey
Scintilla, is a 3D puzzle-platformer that lets you swap, combine, split, and take control of three different characters – each with a unique perspective that dynamically affects both the atmospheric visuals and interactable world.
​
As the producer and narrative lead of this project, I worked closely with our designers and engineers to create a game that is not only cohesive, but one that focuses on our two unique selling points of converging and diverging characters to solve dynamic puzzles in numerous ways.
EXPERIMENT 97
Still an ongoing project, Experiment 97, is my personal game design project I started the script for while in college. The idea was to fill a niche I had not seen very often in the game design world, which was a horror comedy game.
​
In, Experiment 97, you play as Elena, a victim of government experimentation who has been gene-spliced with an overly-posh, fourth wall breaking demon named Hadrian. Together you must traverse the governmental laboratory that has been thrown into havoc due to the rebelling humans who have been forcefully mutated in order to find your younger brother, Noah, and escape.
​
For me, it was important to evoke particular emotions for the player while interacting with a particular character, whether that would be fear, sadness, laughter, and so on. Therefore, I focused a lot on developing unique personalities that mirrored their mechanics to create an expansive world and story told through humorous and sometimes saddening dialogue.
GET IN TOUCH
Thanks for submitting!