Curriculum Vitae

{Terrasa} Ulm    |     tulm@clarku.edu

Worcester, MA 01605  508-667-3724

EDUCATION

Master of Fine Arts
Lesley University
     Thesis Advisor: Deborah Davidson
Cambridge, MA

Master of Arts in New Media
The New School, Parsons
New York, NY

Bachelor of Arts in Computer Science
Smith College
Northampton, MA

 

ACADEMIC POSITIONS

Clark University 2021 – Present
Professor of Interactive Media: Becker School of Design & Technology; Graduate Studies MFA program
Interactive Media Design, Game Design, Game Programming, VR/AR
Director of Interactive Media, UG

Becker College 2006 — 2021
Professor of Interactive Media: School of Design & Technology; School of Graduate & Professional Studies
Interactive Media, Game Design, Game Programming, VR/AR
Associate Professor of Interactive Media: School of Design & Technology
Game Design, Game Programming, VR/AR

Assistant Professor of Interactive Media: Design Department
Game Design, Game Programming, Game Art

 

TEACHING EXPERIENCE
Curriculum designer, developer, curriculum defense, and assessment analyst for the following programs and courses at Clark University:

Interactive Media Graduate Courses for the MFA program including 2021 launch: Co-designed program curriculum with MFA Director and Assistant Professor Amanda Theinert. 

  • MFA Praxis
  • MFA Elective: VR/AR
  • MFA Elective: Interactive Theatre ‘21
  • MFA Elective: Human/Computer Interfaces in the Arts (redesign ’22)

Interactive Media Undergraduate Courses for 2021 transfer and 2022 re-launch: Co-designed program curriculum with Assistant Professor Amanda Theinert.

  • Interactive Media major curriculum including 3 new Track listings and a minor declaration
  • Developed a Game Analytics track for the Data Science major 
  • FYI: Fundamentals of Game Development (designed new version with VR)
  • Virtual Reality and Augmented Reality in Games
  • Interactive Theatre (co-taught with Ezra Cove and Jessie Darrell Jarbadan) ‘21
  • Game Analytics and Data Modeling (co-taught with Pirate Epstein) ‘22
  • Embodying Virtual Avatars ‘23

Curriculum designer, developer, curriculum committee defense, professor, and assessment analyst for the following courses at Becker College:

Interactive Media Graduate Courses for the MFA program at Becker College

  • MFA Residency Week, Fall & Spring [co-designed and co-delivered with Dir. Amanda Theinert]
  • MFA Graduate Studio Seminar I, II, III, IV [co-designed with Dir. Amanda Theinert]
  • MFA Thesis I, II
  • MFA Electives [Interactive AI, Human Computer Interfacing with Arduino, Virtual Interactions]

Interactive Media Undergraduate Courses for Design Concentration

  • GAME 2100 Serious Games
  • GAME 3200 Virtual Reality & Mixed Reality
  • GAME 3900 Game Studio and Lab [also part of Production Concentration]
  • GAME 3902 Career Internship

Interactive Media Undergraduate Courses for Programming Concentration

  • GAME 3100 Game Programming I [DirectX 10, 11, 12] [2007-2018]
  • GAME 4115 Artificial Intelligence
  • GAME 4400 Colloquium: iOS Game Development; Mobile Game Dev.; Testing, Debugging & QA

Interactive Media Undergraduate Courses for Art Concentration

  • GAME 4610 Portfolio
  • GAME 4100 Zbrush Organic Modeling [2012-2016]

Computer Science Undergraduate Courses for Software Concentration

  • INFO 1400 Programming in C++ [2007-2017]
  • INFO 2300 Data Structures [2007-2017]
  • INFO 3600 Networking I [20010-2012]

Teaching Awards

  • 2022 Clark University Faculty Award Nominee [student selection]
  • 2016 Becker College President’s Award 
    • Outstanding Vision, Dedication, and Commitment to Excellence
  • 2009 Becker College Excellence in Teaching & Advising Award [student selection]

ADVISING

24 major advisees and 34 academic advisees 2023-2024
15 major advisees and 23  academic advisees 2022-2023
25 major advisees and 15 academic advisees 2021-2022

Directed Study for MFA candidate in “Advanced Character Development and Modeling”   Spring  2023
Directed Study for three senior IMD Game Programming students in “Procedural Generation in Game Development” Fall 2022

Capstone project supervision and advising for 2 senior IMD majors 2023-2024
Capstone project supervision and advising for 2 senior IMD majors 2022-2023
Capstone project supervision and advising for 4 senior IMD majors 2021-2022

MFA Theses & Projects

  • 2023-2024 “Galaxy Rush” by RJ Anthony, MFA
  • 2023-2024 “Zenatria” by Kristopher Cronshaw, MFA
  • 2023-2024 “Manifold” by Dan Mojica, MFA
  • 2023-2024 “Street Rider” by Tyler Gaughan, MFA
  • 2023-2024 “Dagon” by Ed Greig, MFA
  • 2023-2024 “Starbound Lovers” by Jay Lam, MFA
  • 2022-2023 “Love is a Numbers Game” by Kaylin Canon, MFA
  • 2022-2023 “ImPAWsible Quest: VR” by Mengliu Lu, MFA
  • 2022-2023 “Scam Call Catfish” by Skyler Barron, MFA
  • 2022-2022 “Investigating Game Production” by Evan Wilson, MFA
  • 2021-2022 “Memorial Tomb” by Alex Ruata, MFA
  • 2021-2022 “Automica” by Edward Shi, MFA
  • 2021-2022 “Upheaval!” by Sebastian Schindler, MFA
  • 2020-2021 “Fog” by Roger Matthews, MFA
  • 2019-2020 “Black & White” by Maxwell Anderson, MFA
  • 2019-2020 “Framed” by  Matthew Hopkins, MFA

MFA First Year Projects

  • 2020-2021 Edward Shi, Sebastian Schindler
  • 2019-2020 Catherine Wu, Roger Matthews
  • 2018-2019 Matthew Hopkins, Nevin Flanagan, Michael Rozak

 

RESEARCH & PROJECTS


“Voces en Realidad Virtual: Historias de Cambio”
(Voices in VR: Stories of Change)
Fall 2023 – Present
Designer, Developer

  • Project in development as part of a multi-faceted, multi-member PIRE grant
  • Collaborative work with Clark University’s IDCE and UNAM partners
  • VR engagement in presenting a multitude of digital atlas elements including (and focused on) personal narratives in lived spaces, GIS and mapping data in interactive formats, immersive soundscapes, virtual interactions with citizen science technology as training, and 360 video-scapes
  • Shared project work with undergraduates in Studio as an experiential case-study


“Sweetland Slumber Party” for Taddug Media
Spring 2023Present
Product Owner, Designer, Production Manager & Technical Director

  • Game Studio title focused on multi-generational, local, cooperative play to encourage bonding
  • Local multiplayer title for 2-4 players with three unique cooperative levels
  • Crafted  with easy to learn mechanics, friendly methods to interact, and a playful and bright design
  • Showcased at PAX East 2023 (80k attendees)  with over 80 positive, unique, feedback cards received
  • Steam release for summer 2023

“Boehm Porcelain: A VR Case Study” Fall 2022Spring 2023
Designer, Production Manager & Technical Director

  • Game Studio title focused on innovating  case studies as immersive VR experiences
  • Collaborative project  with Clark University’s School of Management
  • Utilized realistic character avatars, branching dialog, held inventory system, and a unique infobyte mapping system to facilitate understanding of core Case Study points
  • Recipient of an Academic Innovation Fund grant
  • Panel presentation at ClarkFest Fall 2022 by undergraduate team

“Caligo” for Taddug Media Spring 2022Present
Product Owner, Designer, Production Manager & Technical Director

  • Game Studio title focused on non-verbal communication between strangers
  • Design of simplified symbol codex for effectively conveying visually complex images to unknown partner
  • Networked two player game in Unity engine using Photon networking sdk
  • Designed and regulated testing and balance phases critical to pre-production
  • Showcased at PAX East 2022

“Happy Tails,” VR and PC platform  for ASA Summer 2021 – Fall 2021
Designer, Production Manager & Technical Director

  • Game Studio title focused on lesson efficacy comparison between VR and PC platforms
  • Design of a veterinary themed game targeted at middle school aged players  that allows for a strict comparison of modality with use of consistent content
  • Design Appeal: stylized cel-shaded graphics, multiple interactions with animals, Mars theme with embedded tangential storyline
  • Completed for first round of testing in January 2022

“Outer Waste VR” for Taddug Media     Fall 2020 – Spring 2021
Product Owner, Designer, Production Manager & Technical Director

  • Game Studio title in Virtual Reality focused on manual interaction, room-scale movement, and multi-player interaction
  • Focus on two-player competitive to cooperative modes — allowing for user choice along a spectrum rather than distinct indicators or repercussions
  • Accepted to juried showcase at Pax East 2021
  • Release Summer of 2021

“Printing Pals” for Wilson Language Training & Becker College   Summer 2020
Mentor Designer, Production Manager, Internship Director

  • Summer Internship with Partner organization Wilson Language to create prototype tablet game as supplement to proprietary early education printing curriculum
  • Authored design briefs and final presentation which was delivered by the intern team
  • Selected and lead a team of five paid [by Wilson] interns from programming, art, and design disciplines
  • Worked remotely with team and managed version control, collaboration, and virtual meetings
  • Final prototype was presented to partner organization to extremely positive reception

“Anchorage” for Accipiter Labs Fall 2019 – Spring 2020
Product Owner, Designer, Production Manager & Technical Director

  • Game Studio title focusing on the use of Virtual Reality to produce an engaging, movement focused, 3D puzzle  game with a visual narrative component
  • Focus on story progression based on room-scale interaction and diegetic interface
  • Showcased at Pax East 2020
  • Released Summer of 2020

“Higgins’ Mysteries” with Worcester Art Museum       Fall 2019 – Fall 2020
Developer, AR Specialist

  • Working with the WAM to create 3D scans [utilizing portable 3D scanner and photogrammetry]  of five core pieces from the Higgins’ arms collection
  • Designing and developing an AR application [tablet platform]  for an interactive display to be housed at the former Higgins’ mansion, now the Barrett Campus Center, at Becker College

“VR for Pre-Service Teachers” with SUNY Geneseo Spring 2019 – Fall 2019
Co-Designer, Lead Developer

  • Developed a simulation with Dr. Tara Pepis at SUNY Geneseo which fosters immersion through Virtual Reality to recreate some key benefits of student-teacher classroom experience
  • Incorporated full room space wireless tracking, limited hand gesture control, and 3D spatial audio along with integrated UX and walk-up interaction in order to maximize immersion and empathetic response
  • Used our [Dr. Pepis and I]  Virtual School Sim platform for AI and interaction design framework
  • Co-authored successful $50k grant

“EXtended Reality Therapies” with MCPHS Winter 2018 – Fall 2019
Co-Designer, Technical Resource

  • Working with a graduate team in the Physical Therapy department at Massachusetts College of Pharmacy and Health Sciences in the development of a serious game utilizing Virtual/eXtended Reality head and limb tracking as an enhancement to one on one outpatient upper-body burn therapy
  • Designing and developing with PT content experts to encourage positive engagement, sense of agency, meaningful feedback, and patient/therapist communication in order to ensure completion of visits and full commitment to prescribed routines

“Virtual Empathy and Implicit Bias” with UMass Amherst             Fall 2018 – Summer 2019
Co-Designer, Developer

  • Worked with UMass Amherst in the development of a serious game demonstration utilizing VR modality to foster empathy for the real-world, detrimental implications of implicit bias
  • Designed application in conjunction with and to be used in teacher education intervention workshops on implicit bias in the classroom and as proof of concept for further funding searches

“AR Gettysburg” Fall 2018 – Spring 2019
Co-Designer, AR specialist

  • Headed interdepartmental studio work in pre-production development via Serious Games course, to design augmented reality application site-specific to historic Gettysburg battlefields
  • Acted as technical and design resource for student teams and faculty regarding AR interactions, game integration, and AR asset pipeline

“Aimona” Fall 2017 – Spring 2018
Designer, Developer

  • Designed and developed an application modeled after Tinder dating app to gather a corpus of data regarding human preferences in fine arts utilizing the open domain works of the Metropolitan Museum of Art. The data feeds an open source machine learning algorithm [previously for user preferences in film and comics] to then allow for recommendations of art to be provided to individuals by Aimona.
  • Provided reflection on the self-fulfilling prophecy of data analytics providing user recommendations
  • Demonstrated at Lesley University Arts Center
  • Released on Google Play Fall 2017

“Breach” for Games for Change Global VR BrainJam               Summer 2017
Co-Product Owner, Production Manager, Programmer

  • Created a multiplayer VR game focusing on proximity issues and immersion valuation
  • Recruited and lead a team of seven Becker faculty, staff, and alums for the Neuroscience VR Jam
  • Team won a coveted spot in the event which provided us the opportunity to collaborate with neuroscientist Dr. Joe Snider from University of San Diego’s Poizner Lab on our project
  • Awarded full passes to the Games for Change conference as well as to the VR Summit

“Oculabyrinth” for Accipiter Labs Fall 2017 – Spring 2018
Product Owner, Production Manager & Technical Director

  • Game Studio title focusing on the use of the Tobii Eye Tracker to allow for alternative access to game content and assistive interaction through hardware integration
  • Showcased at Pax East 2017 and 2018
  • Released Spring of 2018

“Puzzle Hamster VR” for Becker College             Spring 2017 – Spring 2018
Product Owner, Production Manager & Technical Director

  • Game Studio title focusing on the use of the Vive system to produce an engaging, action-packed, movement focused, 3D adventure game in Virtual Reality.
  • Showcased at Pax East 2017 and 2018
  • Winner of NESGD 2018 Challenge for Game Design
  • Released Spring of 2019

ForEach Academy       Fall 2016-Summer 2019
Assistant Designer

  • Assisted President Robert Johnson, Dean Alan Ritacco, Associate Dean Paul Cotnoir, and Associate Professor Amanda Theinert to develop and design curriculum for a globally recognized institution for young women in Games at Becker College
  • Ongoing development of program plans, lessons, and outreach strategies for young female game developers from diverse backgrounds
  • Co-authored grants for first year funding totalling $70k

“VR Witness” for Becker College             Spring 2016 – Spring 2017
Product Owner, Production Manager & Technical Director

  • Game Studio title in collaboration with the Criminal Justice department centered on demonstrating reliability and impressionability issues with eyewitness testimony
  • Designed a 3D immersive scenario in Virtual Reality, utilizing the Unity engine and deployed on the Oculus Rift
  • Developed customizable scenarios and backend data collection for use in outcome based assessment reports for criminal justice students to review

“Block Kids” for NAWIC           Fall 2015 – Summer 2016
Prototype Designer

  • Designed a mobile application for use in conjunction with the National Association of Women in Construction Education Foundation’s [NEF] annual Block Kids building contest
  • Developed a feature-set to include lessons, impactful interactions, and easy to access resources for young users in order to promote pre- and post- contest interest in construction and STEM
  • Designed features to include working in 3D utilizing building blocks, learning related vocabulary through mini-games, and locating local resources for year-round information and contest hosts

“Working Memory” with Thinksy Fall 2015 – Spring 2016
Designer

  • Designed game for grade school aged students focused on demonstrable improvement of working memory through repeated, brief use
  • Integrated research findings from Psychology and Education departments for a feature set targeted at working memory and target specifications for development

“Body Rift” Summer 2015
Developer & Lead Programmer

  • Developed a VR simulation with the Becker College CLC with the primary objective to increase awareness of Body Dysmorphic Disorder [BDD] for the Americans with Disabilities Act 25th. anniversary
  • Focused research, design, and production on leveraging the use of virtual reality for greatest impact in a narrative and visual experience relating the effects of BDD
  • Showcased at the Americans with Disabilities Act 25th Anniversary conference in Worcester, MA
  • Authored and received development grant from Becker College $2k

“Into the Rift” for Becker College     Spring 2015
Faculty Advisor, Production Manager & Technical Director

  • Lead production of VR simulation built in Unity 3D, integrating the Oculus Rift headset with the Microsoft Kinect for immersive free-fall experience
  • Designed algorithms for programming tasks and worked as lead technical resource for eight member development team
  • Demonstrated at Boston VR Showcase [Microsoft NERD Center]

“Vet Tech Sensei” with Becker College department of Veterinary Science Fall 2014/Spring 2015
Production Manager & Technical Director

  • Designed feature set and specifications for a digital mobile study guide for the Veterinary Technicians National Exam
  • Oversaw and contributed to production of base prototype built in Unity 2D as lead developer for a team of 10 programmers

“FAD Manual” with Tufts       Spring/Summer/Fall 2014
Designer & Technical Director

  • Received grant from Tufts Veterinary School [authored technical specifications portion] $5k
  • Designed feature set and specifications for a digital mobile version of the Foreign Animal Disease manual for wildlife agents
  • Oversaw and contributed to production of base prototype built with Objective C as lead programmer

“VRMS”     Fall 2013/Spring 2014
Designer & Production Manager

  • Designed Virtual Reality Museum Space co-op program and use-specifications to provide on-site auxiliary, curated, user experiences for the sharing of individual pieces and exhibits
  • Lead production of prototype VR space based on the Worcester Art Museum’s Chapter House built in Unreal with the Oculus Rift DK1
  • Presented to the Boston Museum of Science as a technology innovation experience
  • Authored and received development grant from Becker College $3k

“MICA” [Mobile Integrated Career Application]           Fall 2013
Designer

  • Assisted in design for a mobile application to help underrepresented young people access career resources such as job descriptions, salary information, career path testing, school information, and contact with career mentors through messaging and email
  • Developed feature set based on personal profile of target audience, budgetary concerns, production resource constraints, and outcomes informed by experts from requesting agency

“EMMA: Rift Ride” Summer 2013
Designer & Developer

  • Designed Virtual Reality experience integrating the newly released Oculus Rift development kit with Unity 3D focused on immersion via the use of head gestures as the singular input method for all controls
  • Lead programmer and hardware integrator on a three week development schedule for release

Grants

  • Arts and Technology Grant   (Member)
    • Sherman Fairchild Foundation Submitted SP2023
  • Fulbright Scholar in Residence: co-authored application for the funding of a  S.I.R. for the BSDT
    • Fulbright Funded SU 2022 Not Yet In Progress 65,000.00
  • Co-Creating Social-Technical Enterprise to Understand/Respond to Intersectional Climate Water Food Health-Livelihoods-Energy-Justice Challenges in Mexico-Lerma-Cutzamala Region   
    • NSF Pire                     Funded SU2022     In Progress 1,400,000.00
  • ASA Student Learning and Engagement Grant       (Member)
    • American Student Association Funded FA2019 In Progress   1,000,000.00                
  • Critical Thinking Training in Virtual Reality   (Co-PI)     
    • Clark Academic Innovation Fund       Funded  SP 2022 Complete FA 2022 7,500.00
  • Interactive Theatre: Combining Game Development and Stage Processes for Innovation (Co-PI)
    • Clark Academic Innovation Fund       Funded SP 2022         Complete IS 2023    7,500.00

EXHIBITIONS

Spring 2024 “Go Touch Laser Grass” performance
Twitch Stream, global

Fall 2023 “Big, Big Bubbles” installation
CMACD Gallery, Worcester, MA

Fall 2023 “Sister Dusk” installation
CMACD Gallery, Worcester, MA

Fall 2023 “The Somnus Tavern & Inn” interactive performance
author, director, and performer
The Michelson Theater, Worcester, MA

Spring 2023 “To Be an Algorithm Vessel” performance
    Twitch Stream, global

Fall 2022 “Waiting for Obols” interactive performance
author, director, and performer
    The Michelson Theater, Worcester, MA

Summer 2022 “Storytellers”
    The White Room Gallery, Worcester, MA

Spring 2022 “Wise Beyond My Avatar” performance series
    Public VR space, global

Spring 2022 “Tenu Speaks Again” series
    Twitch Streams, global

Fall 2021 “Celebrating Visual Arts at Clark University“
    Schiltkamp Gallery, Worcester, MA

Spring 2020 “TRIOS: A Balance of Three“
    Sprinkler Factory, Worcester, MA

Spring 2020 “Tenu ASMR”
    Twitch Stream, global

Fall 2020 “Tenu Speaks”
    Twitch Stream, global

Fall 2020 “Solos: Decoherence”
    Sprinkler Factory, Worcester, MA

Spring 2020 “Into the Mystic”
    Foster Gallery, Cambridge, MA

Fall 2019 “Spooky _Inter_action at a Distance”
    Artist and Curator
    Sprinkler Factory, Worcester, MA

Fall 2018 “Through the Virtual Veil”
    My work as portals to the Virtual Sublime
    Sprinkler Factory, Worcester, MA

Fall 2018 “The Mirror Revealed”
    Invited by curator Deborah Davidson
    Suffolk University Gallery, Boston, MA

Summer 2016, Spring 2016, Fall 2017, Spring 2018 Group shows at LUCAD Gallery
    Cambridge, MA

Fall 2016 “They Again”
    As part of the International PowWow! Mural Festival: Women in Art
    Davis Gallery, Worcester, MA

Summer 2015, Spring 2016 Annual group show
    Aurora Gallery, Worcester, MA

Summer 2015 “The Breaking Sound”
    Portals Gallery, Leominster, MA

2010 – present PAX East
Boston, MA
Designer, developer, and director for exhibition space, interactive engagements, and Game Studio title showcases

  • “Come Out and Play” 2023
  • “Games are Transformative” 2022
  • “The Faces of Gaming” 2020
  • “Ouroboros: Past Present Future” 2019
  • “Design, Disrupt, Innovate” 2018  [logo and marketing design by Amanda Theinert]
  • “Future Vision” 2017
  • “Call to Vision” 2016
  • “Game Octathlon” 2015
  • “Digital Escape” 2014
  • “Infectious Interaction” 2013
  • “Design Your Own Destiny” 2012
  • “Gamer DNA” 2011
  • “Your Adventure Starts Here” 2010

OUTREACH

2024 “Diversity in Game Development” Worcester, MA
Horizons panel discussion member for education conference

2023 “Emergent Games” Worcester, MA
Presented to Holy Cross University community, honorarium

2023 “Interactive Media Honors: My View” Worcester, MA
A Study in Honors course guest speaker

2023
“Collaboration Opportunities with the BSDT” Worcester, MA
Parents’ Council co-presentation with Dr. Paul Cotnoir

2023 “Community and College Engagement” Worcester, MA
HECCMA exhibitor

2023 “Immersion and the Sublime” Cambridge, MA
Lesley University artist talk, honorarium

2022 “The Emergence of Immersive Art” online, streamed
Clark Alumni and Student Engagement artist talk, honorarium

2022 “The STEM of Games” Worcester, MA
Developed and co-delivered a Eureka! Girls STEM Camp two day workshop

2022 Video Games: The Path to Positive Collective Engagement” Worcester, MA
Higgins Fellow Talk

2022 Lesley University Animation Thesis Review Cambridge, MA
Juror, honorarium

2016, 2017, 2018, 2019, 2020, 2021, 2022 MassDiGI Annual Games Challenge Cambridge, MA
Mentor and Judge

2021 “Game Studio: Over a Decade of Interdisciplinary Collaboration and Partnership” Worcester, MA
Faculty panel for Clark University’s Higgins School of Humanities 2021-2022 symposium on games

2020 Sheltered-In October Jam online, streamed
Created, organized, and mentored 48 hour sponsored game jam

2020 Mount Holyoke College HackHolyoke Holyoke, MA
Interactive Programming Mentor

2020 Academy of Math & Sciences Graduating Thesis Forum online
Interactive Programming Mentor

2019 UMass Medical School Hackathon Worcester, MA
VR/AR Subject Matter Expert and volunteer organizer

2019 NYSATE/NYACTE Conferences Saratoga Springs, NY
Co-presenter in VR School Simulations and Implicit Bias

2017, 2018 MIT Virtual Reality Hackathon Cambridge, MA
VR Mentor and Demonstrator

2016 Museum of Fine Arts Boston, MA
Presented work on “VRMS” to Museum technology department

2016 Extending Play 3 Conference at Rutgers University New Brunswick, NJ
VR Exhibitor

2016 Girls’ Mobile Game Hackathon Waltham, MA
Mentor and Judge

2015 Canton Technology Gala Canton, MA
VR Exhibitor and Presenter

2015 SIP Game Challenge Boston, MA
Judge

2015 Venture Cafe: Medical Virtual Reality Cambridge, MA
Expert Panelist

2014 Geek is Glam: Girls in STEM Worcester, MA
Co-presented Introduction to Game Programming
Co-presented Introduction to Electronics

2014 Game Changer: Becker College Conference for Nonprofits and Games Worcester, MA
Conference Co-developer & Keynote Speaker on Serious Game Internship PODS


2013, 2015 Game Bound: Atari Game Convention at RPI Troy, NY

Presented for Becker College, “Game Synthesis” booth 2015
Presented for Becker College, “Mobile Gaming” booth 2013

2013, 2014, 2015, 2018 Made In Mass: PAX Panel Boston, MA
Speaker, “Get Educated in Games” 2013

2006-2016 24 Hour Game Jam: 1st – 10th Annual Mass Game Competition Worcester, MA
Chair and panel juror

2013 NERCOMP: Serious Gaming for Academic Libraries Norwood, MA
Keynote speaker on “Serious Game Development”

2011 Boston Autodesk Animation User’s Group: Portfolio Review Boston, MA
3D Review Board Panelist

 2010, 2011 MassImpact: Becker College Game Initiative Worcester, MA
Presented for Becker College

2010 Powered Up: Game Development Convention Boston, MA
Presented for Becker College, “Internships in Game Development” booth

2010 Games for Health: “Serious Games” Cambridge, MA
Authored successful grant for Becker College Academic Development Fund to attend

 2009 Independent Games Conference Newton, MA
Presenter “Getting Started When It Counts”

PUBLICATIONS & REVIEWS

2023 The Somnus Tavern & Inn – authored interactive theatre piece to be performed at The Michelson Theater
2023
Waiting for Obols – authored interactive theatre piece to be performed at The Michelson Theater

2022 NESCN Clubhouse (online) – Video segments on game technology; motion capture systems

2019 Virtual Harvest (online) – Authored “Jam-Centric Curriculum: Learning with an Applied Gaming Approach”

2017 eNet Arts (online) – Authored “Virtual Veil,” an article on extended body schema in VR/XR experiences

2014 Focal Press – Peer Review of “Let’s Game” an introduction to game development

2012 Cenage Learning — Authored test questions for three chapters of  “XNA Certification”

2010 Cenage Learning — Peer Review of “Beginning C# with XNA Game Studio”

2006 McGraw Hill Publishers — Peer Review of Joseph Saulter’s “Managing Game Development”

Interviews:

  • Spring 2024 Clark University Alumni Magazine “Digital Humanities” (pending)
  • Spring 2023 Temple University journal “Seeing Oneself in the Game”
  • Fall 2022 The Berkeley Beacon “The Cozy Gaming Community”
  • Spring 2023 MassLive “PAX East, Worcester students and grads show off”
  • Spring 2022 Telegram & Gazette “Clark University Goes to PAX East”
  • Fall 2021 Captivate Podcast “Community Engagement in Games”
  • Fall 2021 Telegram & Gazette “Becker Community a Year Later”
  • Spring 2021 PC Gamer “Careers in the Game Industry”
  • Fall 2017 PC Gamer “Game Portfolios”
  • Summer 2015 Metro US “VR is Here!”
  • Fall 2015 Wake Tech News “Using the Oculus Rift”
  • Spring 2014 Becker Bridges “A Game and Life Changer”
  • Fall 2014 Smith College “Women Leading in Education”
  • Spring 2013 Boston Globe “Women in the Industry”
  • Fall 2012 Pulse Magazine “Get Your Game On!”
  • Spring 2011 New England Central News “Top Video Game Programs”
  • Spring 2010 Telegram & Gazette “College Students Develop Video Game to Spark Interest in Voting”
  • Fall 2010 Tech News “Princeton Review Ranks Becker College Among Its Top 10 Game Programs”

 ACADEMIC SERVICE

2021 — present Director of Interactive Media undergraduate program
2018 — present The Game Studio (formerly Accipiter Labs) Director
2023 – present CMACD Gallery Curatorial Committee Chair
2023 – present Head of XR Playspace and Interactive Hardware Acquisitions
2023 – present The Game Salon founder
2016 — present Pre-program consultant and course developer for the MFA in Interactive Media
2012 — present MassDiGI Faculty Liaison
2007 — present Faculty Advisor for Student IGDA Chapter

2007 — 2022 Curator of BSDT Annual Digital Art Contest and Showcase
2020 — 2021 President’s Committee on Diversity, Equity & Inclusion
2018 — 2021 Open Houses for MFA
2016 — 2021  Head of VR/AR and Interactive Hardware Acquisitions and Barrett Lab
2012 — 2021  IMD Spring Career Fair Liaison
  Carnegie Mellon University, GSN, Boston Prods. Inc., Vicarious Visions, VRSim, Curriculum Associates, Turbine
2007 — 2021 Open House for Design
2006 — 2021 Accepted Students’ Day
2018 — 2021 Library Standing Committee
2017 — 2019 Digital Communication Standards Committee
2007 — 2018 Career Center Design Department Faculty Liaison
2015 — 2017 College Assessment Committee
2010 — 2017 Game Changer Nonprofits Game Advisory Board
    Conference Organizer and Speaker (2015)
2016 — 2017 School of Design & Technology Search Committee for Dean
2014 — 2016 Game 2.0 Curriculum Redesign Faculty Chair
2015 — 2016 AFT Union Vice President
2007 — 2012, 2014, 2016 Game Department Open House Workshop Presenter
2006 — 2012 Faculty Supervisor for Game Computing Laboratories
2009 — 2012 Design Night Director

Faculty Search Committee

  • Spring 2023 [Computer Science/ Teaching Professor]
  • Fall 2022/Intercession [Language, Literature, and Culture / Professor of Japanese Lang. & Lit.]
  • Fall 2021/Spring 2022 [IM/ 3D Specialist]
  • Fall 2021/Spring 2022 [IM/Game Generalist]
  • Fall 2021/Spring 2022 [Clark Community Engagement Director]
  • Spring 2019 [IM/Game]
  • Spring 2018 [IM/Game Chair]
  • Summer 2017 [CS Department]
  • Spring 2016-Fall 2016 [IM/Game]
  • Fall 2014 – Fall 2015 [IM/Game Chair]
  • Spring 2013 – Spring 2014 [IM/Game]
  • Spring 2012 – Fall 2013 [IM/Game Chair]
  • Spring 2010 – Fall 2011 [IM/Game Chair]
  • Spring 2009 – Winter 2010 [IM/Game Chair]  

PROFESSIONAL DEVELOPMENT

2024 Digital Humanities Series: Attended workshop by Clark faculty, Profs. Eduard Arriaga-Arango and Matt Malsky

2024 Pivot PR Workshop: Attended workshop to learn methods for optimizing usage of the Pivot grant DB

2023 IndieCade Workshop: Attended workshop on indie narrative development from professional perspectives

2023 Write Winning Grant Proposals: Attended workshop covering best practices for writing winning grants with a focus on NSF opportunities.

2022 Carnegie Writing Workshop [Boston, MA]: Attended workshop hosted by the Carnegie group at Northeastern focused on how to write a successful application.

2022 AG Animation & AG Games Workshop: Attended workshop investigating how players of games actually animate the digital visuals (including animations) through interaction.

2022 Unity Analytics Courses [online]: Completed a series of courses on Unity Analytics tools integration for badge achievement.

2022 MIT XR Development Program [online]: Completed XR Development program for certification on latest trends and technological advances in the field of extended reality.

2022 Research Week [Worcester, MA]: Attended grant funded research week (3 days) to encourage identification of and work on collaborative research opportunities with other schools and departments

2019 NYSATE/NYACTE Conferences [Saratoga Springs, NY]: Accepted to demonstrate virtual reality classroom simulation developed by VSS for SUNY Geneseo, during the three day conference focused on education

2018 Games for Change [NY]: Attended thee day international conference focused on serious games, games with impact, and games for social change

2017 Serious Games Conference [NY]: Attended thee day international conference for serious game developers with a specialization in VR/AR technology

2016 Game Developers Conference [GDC]: Attended four day international conference for game developers with a specialization in VR/AR technology and advancements

2015 Virtual Reality Hackathon: Google Cardboard Delivery – British Consulate – developed multi-user VR experience with Henry Zhou and Ryan Dougherty utilizing Google Cardboard and Android and iOS devices

2015 Boston Unite – Unity 3D — three day conference covering VR and AR with Unity 3D’s latest feature sets

2014 Active Learning – NERCOMP – how to utilize interactive media and non-textbook learning tools for improved higher education teaching

2013 Boston Unreal Conference – Unreal Game Engine – how to leverage latest feature set for best lighting practices across platforms

2012 Autodesk Educator Conference – Autodesk – latest feature sets for modeling
and animation

2011 Unity Game Engine Conference – Unity 3D – how to incorporate the latest networking and AI pathfinding feature sets

2011 Adobe Educator Workshop – Adobe Systems – creation of multimedia rich course presentations utilizing the latest features of the Adobe suite

2010 Game Design Pipeline Workshop – Digital Tutors – how to effectively utilize Zbrush and Maya in the game design 3D pipeline

2009 Adobe Suite Workshop – Adobe Systems – new techniques for latest release and use of Adobe Bridge

OUTSIDE SERVICE 

  • 2022/23 JoyArt founding consultant, mentor, juror
  • 2020 Mount Holyoke Hackholyoke mentor
  • 2019 UMass Medical School Hackathon organizer
  • 2019 Worcester State University Alanza STEM exhibitor [AR interactive]
  • 2018 Worcester Boys & Girls Club STEM Presenter
  • 2016, 2017 Volunteer Mentor for Girls for Games
  • 2016 Expert Witness for U.S. Office of Immigration on behalf of B.P., VR Platform Developer
  • 2016 Tenure Review Member for Professor L.S., Media Department at Adelphi University
  • 2015 Tenure Review Member for Professor I.F., Media Department at Hampshire College
  • 2013, 2015 Child Safety Volunteer Developer for Umass Medical School
  • 2012-2014 Volunteer Programming Instructor for Black Girls Who Code
  • 2007 – 2016 Volunteer IT for Pernet Family Health Service, Inc
    2010 – 2016 Database Administrator
  • 2005 – 2009 Game Designer and Level Programmer for FOGE Summer Camp: Clifton
  • 2005 – 2009 Member of Board of Directors, IT Director for Pernet Family Health Service, Inc.


AFFILIATIONS

  • Member of the Society for Language, Science, and the Arts [SLSA]
  • Member of International Digital Media and Arts Association [IDMAA]
  • Member of Boston Virtual Reality Group
  • Member of Boston Unity Group [B.U.G.]
  • Member of Digital Games Research Association [DiGRA]
  • Member of International Game Developers Association [IGDA]
  • Member of Second Life Educational Group [SLEG] [archived]

OTHER PROFESSIONAL EXPERIENCE

January 2019 – Present Co-founder / Virtual School Sim

  • Co-founded VSS to provide a reactive, expandable, customizable framework for simulated learning spaces which capitalize on immersion and flow in order to provide the copious benefits of in-person experience within a safe, conscientious, and endlessly repeatable virtual environment
  • Develop a user-centric input interface for Scenarios to allow customization and expansion of the framework based on both multitude of clients as well as limitless situations for any particular client
  • Design an AI system which can utilize machine learning from previous and ongoing user interactions to create what we term Personality Profiles

February 2012 – Present Lead Designer & Developer / Taddug Media

  • Design interactive experiences utilizing Unity, PHP, backend databases, open source machine learning [Watson and Google], microcontrollers, 3D printing, and various augmentative technologies including AR, VR, and MR
  • Develop media rich applications, entertainment and educational games for mobile devices [iOS, Android], including  the Virginia Symphony Orchestra’s mobile app, “No Bullies Here” for Uxbridge High School, and Aimona [AI art app]
  • Develop 3D experiences for the PC, coding in C# with Unity 3D Engine
  • Produce 3D models in Zbrush for 3D printing, fine art exhibition, and integration into 3D game titles
  • Conceptualize, storyboard, and design levels for games utilizing pre-existing intellectual property including work with Pimsleur Language Learning’s online division and the state of Massachusetts’ “Made in Mass” Games campaign

February 2003 – November 2011 Developer / Twin Crows Inc.

  • Design interactive and media rich online experiences utilizing Flash, PHP, and backend databases
  • Develop educational games for iOS including “IDA,” a PAX East exhibition title designed to draw participants to the booth and expand the Becker College brand
  • Develop 3D games for the PC coding in C++ with DirectX 9 and 11
  • Produce 3D models and animation in Maya
  • Conceptualize, storyboard, and design levels for games utilizing pre-existing intellectual property including “Our Nutrition is Their Nutrition,” a title exploring how to teach healthy eating habits to young parents, localized for Spanish and English 

November 2002- January 2003 Interactive Online Media Developer / Religion Newswriters

  • Code and develop database of members with php and mySQL
  • Code and develop CGI interface for members’ database and for internal updating of site
  • Author documentation manual of all code, databases, and processes for site 

July 2000- July 2002 Commercial Network Engineer / RCN

  • Code website front-end of internal ticketing system utilizing PHP and mySQL
  • Responsible for web development including web server configuration, CGI, PHP, SQL, Secure Sessions, and .NET servers with ASP and IIS coding
  • Troubleshoot and monitor backbone, end nodes, and offshoot network routers
  • Teach and develop training modules on networking skill sets: TCP/IP, LAN/WAN routing, Cisco hardware

REFERENCES

Paul David Cotnoir, Ph.D., PE, CMfgE
Dean of the School of Design & Technology, Clark University
pcotnoir@clarku.edu

Amanda Theinert, MFA
Director of the Masters of Fine Arts in Interactive Media, Clark University
atheinert@clarku.edu

Tara Ananda Pepis, Ph.D.
Director, Office of Field Experiences, SUNY Geneseo
pepis@geneseo.edu

Curvin Huber, MFA
Professor of Interactive Media, Lesley University
chuber@lesley.edu

Deborah Davidson, MFA
Director, Suffolk University Gallery
Founder & Director, Catalyst Conversations
ddavidson@suffolk.edu