I'm Alexia. I'm especially good at creative vision and helping a team deliver a fun experience by contributing to art, game design, content & copy, UI/UX, and interaction design.
Ive worked on projects across a variety of platforms that employ gesture-based input, haptics, and AR/VR interactions.
My biggest passion lies in making content that encourages people to laugh and socialize.
In the News
Immersion Brings TouchSense Force To Unity Engine With Haptic Lab
Toms Hardware October 2017
Microsoft will hand out $500K to these five HoloLens grant winners
Engadget November 2015
UCF Researchers Receive Holographic Headsets to Study Intergenerational Learning
UCF Today November 2015
Canon U.S.A. Supports the Future of Education with Mixed Reality Student Competition at the University of Central Florida
Business Wire July 2015
UCF Teams Up with Orlando Science Center at Otronicon Technology Event
UCF Today January 2015
Game Jams
Global Game Jam
Facebook HQ January 2018
Global Game Jam
Facebook HQ January 2017
Dream Machine (Organizer, 25 attendees)
Google Daydream
Otronicon, Orlando Science Center January 2015
Big Scary Game Jam (Organizer, 60 attendees)
Itch.io October 2014
Global Game Jam
Orlando Science Center January 2015
Plug In & Jam (Organizer, 25 attendees)
Makey Makey
Otronicon, Orlando Science Center January 2015
Simulation Jam (Organizer, 20 attendees)
Institute for Simulation & Training September 2014
Intel RealSense Competition
Melrose Center June 2014
Indie Galactic Space Jam
Orlando Science Center March 2014
Favorite games: Space Station Silicon Valley, Katamari Damacy, Minecraft, Banjo-Kazooie, Rocket League, World of Warcraft, Chariot, WarioWare: Smooth Moves, Little Big Planet, Dance Dance Revolution, Citadels, Backgammon
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How we showcased the haptic tool in our experience:
You can learn more about the tool we developed and used here. |
Project ContributionsDesigning the experience Working with another designer, we chose the assets to be used and the effects that would be implemented. I designed a particle effect for the checkpoints, and created the level. I chose to create a figure-8 style experience since it would be shown on a conference floor, where people would play it for a few minutes and leave for another experience. I grayboxed the level first, then iterated on it by flying the spaceship around in order to make sure it was feasible to fit into tight turns or through other assets in the scene. I then did the environment design with the assets we had chosen.Integrating the Nintendo SDK I did all integration of the Nintendo SDK, as well as developed and mapped the control scheme onto the Joy-Cons. Building the experience In addition to building the environment, I integrated the haptic effects we designed, and deployed the experience to the Nintendo Switch. |
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Connect with me!