Adriana Haddad

Game Desginer | Programmer

Beginnings of an experiment:

I had the pleasure of working with a talented team at the University of Michigan to create a game centered around the different museum collections the university had to offer. Collect Connect was meant to inspire creative thinking between the players and spark conversations about players’ schemas and associations between varying museum pieces. We wanted to take these very human thought patterns and use them to train an AI to be able to follow these seemingly random jumps in thinking and create its own associations between objects. We did not want to train an AI to identify objects or simply their physical/ functional capabilities, but rather to attempt to move to a more abstract interpretation between objects.

For a majority of my time on the Collect Connect team I was the solo gameplay programmer for the 2 player version of the project. During the development cycle I worked on creating rapid prototypes for the latest version of the game, a majority of the time using placeholder assets to test varying look and feel of the game. These prototypes helped lay the groundwork for the team to decide the final direction on game play and style. While working on this project, I was very careful with the underlying design, especially in the early stages where gameplay wasn’t locked in and pivoted often. I wanted to make sure the code base was scaleable and easy to maintain as features needed to be added; I felt especially accomplished on this aspect when in the final hours before we launched the game, the designers requested some changes and additions to the game flow and I was easily able to implement those request without worrying if they were going to negatively impact another aspect of the game. That was probably the biggest miracle of last minute changes which actually did what they were supposed to do and didn't break anything along the way.

I’m still shooketh.

A Piece (art/ story collab, solo programmer)

A Piece is a small puzzle which is meant to be part of a larger game world that I am developing. I felt comfortable releasing this prototype because it contains a mini vision for the game as a whole. There are multiple ways to solve the puzzle, the world feels foreign and ominous, and the theme of the game is reflected in the solution of the puzzle.

a piece gameplay
a piece gameplay

Check out A Piece here