WATAN
WATAN is a 12 player live action role playing game based in a fictional Middle Eastern country where players become leaders of a land attempting to create a stable society through a civil war. I was responsible for:
Playtesting and organizing events
Mechanics balancing
Story and Character design
Production backlog upkeep
You can find WATAN, and all it’s supporting folders here:
S.S.S.S - Randomly Selected
Randomly Selected is an audio based immersive exhibition originating from the language communication game S.S.S.S. The exhibition targets the common struggle of language barriers that many immigrants and international students experience in the United States. I was responsible for
Exhibit preparation
Video editing
One of three booths, this version of Randomly Selected featured a Chinese interrogator and American traveler. Listen to their audio below.
The original game S.S.S.S., which stands for Secondary Security Screening Selection, is an interrogation game set in an international airport. It is a commentary on airport security measures targeting passengers from foreign countries. I was responsible for:
Rules writing
Puzzle design for 2 different languages (Spanish, Arabic)
Two watchers attempting to follow along with the game as it’s being played on speakers
You can access both the information on the exhibit and the game here:
Ghareeb
Ghareeb is an interactive fiction narrative game set in a prison cell. It is loosely based on the Abu Gharib prison in Iraq. I was responsible for:
Game writing
Research
Programming (using Inform 7)
Playtesting and iterating
While tricky, Inform 7 became a useful tool in my toolbox for prototyping and iterating narrative choices in games
An example of gameplay. Make sure Baba doesn’t get too angry!
You can play Ghareeb here
Thawra
Thawra is a 5-6 player tabletop roleplaying game focused on leadership and politics 10 years after the Lebanese Civil War. This game is still in development and is planning on getting a Kickstarter soon!
I was responsible for:
Game Design
Character Design
Rules Writing
Research
This is an example of one of the playable factions: The Future Movement
Here is an example of the basic move list. Thawra is Powered By The Apocalypse
This is an example of a character from one of the factions: The PSP
If you would like a copy of Thawra, please email me directly: wraouda@gmail.com
PacifyHer
A comedy horror game
PacifyHer is a first person comedic horror exploration game. I worked in a team of 5 other designers, and was responsible for:
Production (Backlog upkeep)
Level Design (Scene modeling, prototyping)
Game Design (puzzle making)
Sound Design (sound effects, voice acting)
Narrative Writing (script writing, environmental storytelling)
You can play PacifyHer here
A Good Night
A Good Night is a walking simulator developed by myself and one other artist. It tells the story of a child struggling to fall asleep, and a father that guides them through their dreams. As part of this project, I was responsible for:
Level and character design
Script writing
Voice acting
Music/sound design
An early screenshot of when the player begins to “dream”. The entire game is fully voice acted and features this companion following you around and guiding you through the space
One of the challenges that came with developing A Good Night was the visual art. My partner and I were discouraged from creating our own models, as this would take too much development time. Instead, we relied on a free library of resources to help with the art direction.
The cartoon shader really helped to create an atmosphere we were looking for
We put in quite a few jokes. I hear they get 100% funnier when you become a dad!
If you would like to play A Good Night, you can find a download link to play here.
A Classroom Transformation
“A Classroom Transformation” is an initiative undertaken to give a voice to my teaching strategy: using games as a vehicle to drive classroom engagement and improve academic performance.
This project represents my strategy to engage students as a middle school mathematics teacher at Oxon Hill Middle School (OHMS) in Prince George’s County, Maryland. The strategy showcases my approach to integrate games into my lesson plans as a mechanism to drive student engagement and help students achieve academic success.
It is divided into three sections: a background on my teaching and school environment, three sample case studies from games I have used in my classroom, and a final section that summarizes my reflections and lessons learned from implementing this strategy.
The project consists of one PDF file, which includes a 15 page report designed to have pictures and games embedded in the document.
A snippet of one lesson plan I made, where students competed in a battle royale style game.
A roll based system I used to create and compete in the First Lego League, a middle school robotics competition.
RUBBLE
RUBBLE is a tragic tale about a person trapped underground.
Made with Unity.
RUBBLE is a visual novel telling the story of a young person trapped under debris. It’s based on the strife of survivors during the Syrian Civil War.
This was a solo project, and I responsible for:
Scripting gameplay sequences (dialogue choices, alternate paths, items, conditions)
Story writing and dialogue
Camera movements, transitions, and fading
Artwork, including dialogue box, background, and sprites
Music
Due to the setting being mostly underground, I had to find unique ways to keep players engaged with limited visuals. This included the use of screen shakes, timed dialogue, alternate endings, and an inventory system.
Every decision the player character makes has an impact on the potential ending. Dialogue boxes branch out and converge at multiple points
The white helmets depicted is a reward for the player reaching the “true” ending.
Depending on the scenario, failing to pick a decision could lead the player to an undesired ending. Music and screen shakes are used to invoke urgency
If you would like to play RUBBLE, I have left a link here.