When I started Fallgame I was interested in using interactivity to communicate an embodied feeling of weightlessness. Because of its embodied roots I took care in its design to consider the relationship between the player and their phone while they're playing the game. Players press on the screen to cling onto surfaces and swipe to fling themselves to other platforms. The camera is controlled by the phone's gyroscope so players physically move to look around their space. As players use these tools they encounter characters and narrative vignettes in the landscape.

This game has been a valuable space for me to explore things like level design, gameplay architecture, tooling, and optimizing shaders for mobile.

Fallgame grew out of my thesis work at the University of Oregon for my BFA. Since graduating I've continued work on the game and Sacha Lusk and Reyn Yeager have joined in its development.