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Update: What I'm working on now

Why USC? Games. When I chose to attend USC for my bachelor's degree, I had to weigh a lot of options against each other. For one, I had an inclination to study out-of-state, trying to get out of my comfort zone of sunny California. University of Illinois at Urbana Champaign (UIUC) presented a great opportunity to pursue a degree in Computer Science and Philosophy, especially with my interest in Artificial Intelligence and growth of AI everywhere. That program nearly became my pick - attracted to the prospect of challenge combined with thinking about the ethics behind AI while I implemented it. UC Berkeley offered a similar opportunity to be on the cutting-edge of computer science, while being near Silicon Valley to sate my growing interest in entrepreneurship.

Ultimately though, I just want to create positive experiences for people. Thus, USC has been a great decision, and much of my choice was driven by SC's(well deserved) prestige as a game design school. 
Junior year of high…
Recent posts

Here There Be Pirates Game Design Doc

TakeawaysInvest the time early to carefully choose dramatic elements that adhere strongly to your mechanicsBeing a pirate is cool and exploration is funBe thoughtful with time-estimates to finish things, then double the number you arrive atUnder-promise and over-deliverParticular game strengths: Aesthetics (pins for player markers, pirate-map art, gold coin points) and dramatic elements (pirate exploration & stealing) complemented mechanics (moving, staying, looting, stealing, attacking) excellently.
Design Journal - “Here there be Pirates”

Team members from left to right:

Laura Littleton, Charlie Feuerborn, Reid Weston, Abigail Sullivan.

Our affordance object:

A reversible sequin throw pillowcase

Our team was quick to jump to work, experimenting physically with the object and bouncing ideas off one another.

We found that the object interestingly affords:


Rubbing/color changing

Holding things

Wearing like a hat or hood


Multiple people interacting with it

Initial ideas inclu…

A Statement of Abstraction

A Statement of Abstraction: An Analysis of Titan Souls
Pre-reading note: For readers who have never played the game, there is an amazing speed run by Scrublord at

Key art of Titan Souls

The story of David and Goliath informs every aspect of the U.K. developed indie game Titan Souls, published in 2015. From character design to core mechanics to its very development and publishing, the game is shaped by this influential story. Our understanding of the game’s experience goals is enriched by understanding the parallels between the biblical story and Titan Souls’ gameplay. In exploring Titan Souls’ cultural background, one discovers that the Protagonist’s journey to defeat almost two dozen supremely challenging bosses is not only a reflection of the human journey of challenge and triumph but also a manifestation of small businesses’ struggle to “make it” in a mega-corporatized economy.

The story of David and Goliath strongly informs Titan S…

Off With Your Head Game Design Doc

TakeawaysCombining disparate game mechanics inevitably leads to new and interesting gamesMemory abilities vary widely between players, making it a useful game component to segment the market (only players with good memory will enjoy memory games)Block towers' aesthetics naturally induce a sense of fear and excitement in players, making it a useful component to be added to other games E.g. Dread by The Impossible DreamPlayers have a natural tendency toward competition, even within a cooperative game such as this. To combat this, it is useful to have an artificial opponent piece to "compete" with Design Journal - “Off with Your Head” Team Members:

Alan Karbachinsky, Ani Devoian, Evan Wright, Charlie Feuerborn

Initial Design Designing our board game, we had to keep in mind the certain constraints given to us; 1. A cooperative team setting wherein all players either win or lose 2. Utilizing a “press your luck” mechanic 3. There must be some sort of element in the game that…

Infatuated Game Design Doc

Takeaways:Emotion is a crucial part of player experienceKnowing and understanding how and why you feel things is valuableAlways get a prototype in front of a player as soon as humanly possible INFATUATED
Game Design Documentation by Charlie Feuerborn

My inspiration & background: “Turning Out Pt. ii” by the indie pop group AJR. A sequel to the soul-searching “Turning Out” from the EP What Everyone’s Thinking, the songwriter, Ryan Met, describes it as a tearjerker. “It was the hardest song I’ve ever written. 100%. We don’t even wanna play that one live, ‘cause it’s such a sad, brutal song.”

The target emotion of the player experience: Heartbreak

Pictured in wallet Polaroid: my highschool sweetheart

Earliest iterations of the game pull some questions verbatim from a psychological study on love and affection, published in the New York Times by a participant in the study.

The questions begin as surface-level ice-breakers, but gradually escalate in depth and personal connection.

The fi…