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 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. 
     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 a Positive Psychology Coach and Trainer - Dr Paula Loveday.
2018
     The harvest is a game prototype about a vampire protagonist - Alucard. A spoiled vampire – child of the head Vampire – Count Dracula, who continually causes trouble at home impacting the image of the supreme vampire family. Count Dracula and Lady Elizabeth decides to send the youngling to a small troubled town to be taught a lesson or two in the process of disciplining the protagonist into becoming a fine well-disciplined, future head of the family. 
     The game features positive psychology interventions such as empathy, kindness boosters, and optimism. The game's content was influenced by the grade 9 Australian Curriculum and peer reviewed literature on positive psychology. 
prototype access: The Harvest
Game development members and roles:
Reuben Leon: Assistant game designer
Connor Waters: Assistant 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

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Psych+
     Psych+ is a positive psychology game prototype which follows a student with severe mental disorders through their schooling experience. The protagonist must learn about and apply positive psychology in order to defeat the monsters that terrorise their mind.
     The game features positive interventions such as . The game's psychological content was applied from peer-reviewed literat.
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