We Know The Devil (2015)

Writer, director, and co-creator, collaborating with visual artist, art director, and co-creator Mia Schwartz, musician Alec Lambert, UI designer Lulu blue, as a collaboration with the Pillow Fight team, of Jo Fu (producer) and Conrad Kreyling (programmer). We Know The Devil is a visual novel about teen repression and exclusion set at a foreboding religious summer camp, and is played by choosing which of the three protagonists become closer and which of the three will be excluded over the course of a lonely night alone in the woods. The player is not in control of any person in particular, but as an observer of a circle of friends whose connections can be pushed in various directions, and the narrative design forces players to play favorites with the dynamic, and eventually exclude one of the characters. The core mechanic is simple, but it's narrative design informed by the themes of the game—young people with repressed feelings and queer identities, pressured into stressful situations and taking it out on each other, and finding it difficult to balance their kindness. 

Heaven Will Be Mine (July 2018)

Heaven Will Be Mine is a new Visual Novel from the creators of queer cult horror VN We Know The Devil, about joyriding mecha, kissing your enemies, and fighting gravity’s pull, following three women piloting giant robots in the last days of an alternate 1980s space program fighting for humanity’s future. Or, they're supposed to be, but they spend most of their time ditching their jobs to make out with each other instead. In Heaven Will Be Mine, it's possible to play as any of the three main characters, and experience the story from their very different perspectives, with their choices determining their loyalty to their own ambitions, or to those of their loves across enemy lines.  As We Know The Devil was about burgeoning relationships and coming out, Heaven Will Be Mine is about twentysomethings finding stability and hope in an unwelcoming world, the failures of science fiction and culture to imagine positive futures, and the possibility of hope. 

Removed (2014)

A paired essay and game, about images in childhood that stick with you, and how they can continue to grow alongside you.