For Hire helps students discover career pathways that align with their interests, strengths and aspirations. Through interactive minigames and thought-provoking challenges, players can explore various industries, experience different professions and access valuable resources.
Developer: American Student Assistance
Platform: Windows
Engine: Unity
Genre: Simulation
My role as a game designer working on For Hire included designing levels, defining objectives and creating encounters for a variety of educational mini games. I collaborated with other disciplines to refine and optimize levels, ensuring they met the objective of each mini game and appealed to the target audience. I also worked directly with writers to create narrative elements that complemented and supported the game design. As my team was the first to work on the project, I helped propagate and drive a culture of creative ownership and candid feedback. Working with producers, I set goals and plans for future ASA releases ensuring the next design team had all of the information they’d need to pick up where we left off.
I designed levels for a variety of simulation-styled mini games, including a pawn shop, convenience store and hotel level. Players can experience what it’s like to work as a clerk at the pawn shop, where they haggle with customers, assess valuable items and make shrewd business decisions to keep the shop thriving. The convenience store level has players scan products, manage inventory and serve an array of customers, testing their multitasking skills. Players can become an amateur detective, working to unravel mysterious crimes at the hotel. This level presents an intriguing challenge, where players must examine clues, interview witnesses and piece together the puzzle, all while immersing themselves in a thrilling narrative. Each of these levels provide a thrilling glimpse into the diverse world of employment, offering players the chance to experience the daily grind in unique and captivating ways.
I played a major role in designing the objectives and encounters for each mini game, ensuring that the challenges were engaging and satisfying for players. I created an asset list for the art team that outlined items players needed to complete objectives and was tasked with strategically placing them throughout each level. I worked directly with writers to create narrative elements such as the dialogue between players and NPCs. For the hotel mini game, this dialogue provided players with vital clues and information needed to progress through the level. I also created clear and concise game design documentation that helped make my ideas readable for the team, contributing to the successful development of each mini game objective.
Please get in touch if you have questions about any of the work on this site or if you would like to work with me on a future project.
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