2019
Game development members and roles:
Ryley Delaney: Lead Programmer
Jed May: Lead Writer, Editorial Chief, Assistant Programmer, Assistant Producer
Alex Leedman: Lead Researcher
Pia Vera Salcedo: Producer, Lead Artist
     First Day is an interactive narrative game released in the apple store (2019)  about a first-year university student. The first day they leave their home, the first day of living in a new home, the first day of university,  the first day for new a chapter of his life.  
     The game features positive interventions which can be used to help reduce anxiety and improve positive thinking towards ones' self and others. The game's psychological content was heavily supported by Dr Paula Loveday,  a Positive Psychology Coach and Trainer.
2018
     The harvest is a game prototype centred about a young vampire protagonist name Alucard - the rebellious heir of Count Dracula and Lady Elizabeth. As the wayward child of the supreme vampire family, Alucard's reckless behaviour has begun to tarnish the family's reputation. In an effort to instil discipline and humility, his parents exile him to a struggling rural town, where he must confront real-world challenges and, in turn, learn valuable life lessons. 
The narrative and game features were developed using peer-reviewed journal articles on positive psychology as a foundation, alongside alignment with the Australian Year 9 Curriculum. These sources guided the integration of key psychological interventions - such as empathy, kindness, and optimism - ensuring the game not only engages players but also supports their social and emotional development.
prototype access: The Harvest
Game development members and roles:
Reuben Leon: Assistant Game Designer
Connor Waters: Assitant Game Designer
Pia Vera Salcedo: Producer, Lead Game Designer, Lead Artist​​​​​​​
2017
Game development members and roles:
Daniel Herak: Writer, Editorial Chief, Game Designer
Pia Vera Salcedo: Producer, Game Designer, Artist

Psych+
     Psych+ is a game prototype grounded in the principle of positive psychology. It follows the journey of a student grappling with severe mental challenges as they navigate their educational experience. To overcome the internal "monsters" that symbolise their psychological struggles, the protagonist must learn about and apply evidence-based positive psychology strategies. 
Gameplay involves engaging with non-playable characters (NPCs) to practice positive psychology interventions such as gratitude exercises, mindfulness techniques, acts of kindness, and positive cognitive behavioural strategies. All psychological content featured in the game is informed by peer-reviewed research with the guidance of a positive psychology coach and meditation facilitator ensuring both accuracy and relevance. 
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