Reduce, Reuse, Raccoon, Recycle is a fast-paced educational game I prototyped to teach children about recycling and environmental responsibility. Players control a family of raccoons sorting falling trash and recyclables in the polluted city of Pollutopolis. Targeted at K–5 students, the game encourages quick reflexes, visual decision-making, and level-based progression. As challenges increase, players learn to differentiate materials and connect gameplay with real-world ecological issues.
The narrative layer introduces environmental storytelling to foster empathy and agency, helping young players feel empowered to take action beyond the screen. This prototype explores how games can serve as accessible, effective tools for community education and civic engagement in spaces like classrooms, libraries, or public learning centers.
I led a full redesign of the Florida State University (FSU) Libraries’ outreach and promotional materials across its four international campuses in Valencia, London, Florence, and Panamá. The previous materials located internationally were outdated, inconsistent, and often contained incorrect or incomplete information. My goal was to replace piecemeal signage with a unified, values-driven messaging strategy that emphasized access, global community, and continuity of services between FSU’s international and home campuses.
Deliverables included a full suite of print and digital media: large-format posters, trifolds, environmental graphics, desktop wallpapers, and mobile-formatted signage. These materials not only updated factual information, but also positioned the Libraries as an inclusive, accessible space abroad for students to exist in. This project reflects my commitment to using design as a tool for institutional belonging, cultural translation, and student support—no matter where “campus” is located.
During my MA internship in Summer 2020, I designed and co-led a fully virtual summer camp for K–12 students through Quincy Music Theatre. Developed in response to COVID-19 disruptions, the program aimed to preserve social connection, creative expression, and a sense of normalcy for children in the local community.
The camp used a hybrid model of synchronous and asynchronous activities, hosted on a custom-built Canvas Learning Management System (LMS). I created and implemented the full digital experience (including educational content, graphics, scripts, video editing, and platform structure) while also managing marketing, registration, and event logistics. This project demonstrates my capacity for agile, values-driven design during crisis, and highlights how digital tools can sustain community engagement and resilience when physical gathering isn’t possible.