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CRISIS! Educational Games

Princeton Keller Center · Lead UX Designer Engineer · Published July 2026

EngineeringProductDesign
UX DesignRapid PrototypingTeam Leadership

CRISIS! teaches through decisions rather than exposition: players run scenarios where every option costs something. I lead design engineering, which on a team this size means owning the line between what the design wants and what the build can actually carry.

Two decisions shaped the release. On the technical side, we cut native animations in favor of pre-rendered video. The native version was better in the abstract and worse in every way that mattered before a deadline: longer to build, harder to iterate on, and inconsistent across the devices our reviewers would actually use. On the process side, we were losing time to frequent sync meetings, so I restructured the team around front-loaded kickoffs: decide together at the start of a work block, then work asynchronously until the next one.

The MVP published in July 2026 for CTY review, with a refined release targeted for fall.

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