Hello! You've probably figured out that my name is Steve Cha. I'm a game designer, writer, and McNugget enthusiast! I'm interested in making both conventional games as well as experimental multimedia work. I've worked on award-winning Virtual Reality games, festival-worthy narrative games, and experimental mixed reality games (shown at Sundance!)
As a writer, my writing has been published in lifestyle and trade publications. This site also contains a few of my creative writing pieces; take a peek and let me know if you like what you've read!
Outside of games, I've been a long time social organizer in Los Angeles. I've lead and/or founded a number of community organizations and put together a number of events.
TL;DR Award-winning game designer with 3 years academic and pro experience. Designs and programs for PC, console, VR, and experimental.
I've worked on a lot of projects in a lot of roles!
Skullgirls is a 2D Fighting RPG the features a colorful cast of customizable characters and custom controls designed specifically for mobile.
As a part of the production team at Hidden Variable Studios, I had the privilege of engaging with all aspects of production. In my production capacity, I served as a primary point of contact for the publishers and tracked the team's progress. Aside from traditional production work, I also dealt with localization, a bit of narrative design, and weighed in a plethora of design/production decisions.
For more information, visit: Skullgirls Mobile and download the game from the Appstore.
Revisions is an autobiographical series of interactive vignettes with a metafictional twist.
Lead development and implementation of all aspects of the game at every stage of development. Worked with producer to refine production time and strategize adherence. Worked with Art Director to create cohesive visual style. Designed features, wrote content, programmed various features. Recorded voiceover under sound designer's tutelage.
As seen at IndieCade, Indie Prize, A.Maze, Out of Index, Meaningful Play, QGCon.
a•part•ment is an experiment: an autopsy of a relationship conducted through text and interactivity.
Working with Game Director Robyn Gray, I wrote a series of episodic comics that depicted the relationship of the main character. I focused on writing compelling prose that was concise and ultimately worked with the gameplay, rather than against it.
The Leviathan Project was a mixed reality project where players enter and interact in the world of Scott Westerfeld’s Leviathan trilogy.
During the summer of 2014, I joined world-renown visionary Alex MacDowell's World Building Media Lab. There, I designed and developed narratives for a mixed reality story taking aboard a steampunk flying whale. I devised new ways for players to interact with the story, and worked with the writing team to keep the story palatable in an awe-inspiring new world.
Squawk! is a virtual reality game where players find each other... as penguins!
I developed Squawk! with my classmate Natalie Gravier for Richard Lemarchand's "Introduction to Production" class. Natalie and I devoted a 4-month sprint to creating a two player virtual reality experience that captured the frustration and joy of losing, and finding, one's family.
Dissonance is a puzzle adventure game where everything owns two shadows. Players must navigate two 2D characters through a 3D puzzle world to reunite the two halves. The core mechanics actualize the principle of cognitive dissonance.
As a producer, I helped lead creative Zi Li devise a timeline and work through design hurdles. I also cleared various production blockers.
Psynchrony is a cinematic rhythm action game for the iPad. You play as Kay, a young writer whose path through life has come to a crossroads. In order to break free from the rigid rhythms of her daily routine, Kay must reach the center of her inner dream world and confront the shadowy figure who has haunted her since childhood.
Near the completion of Julian Kantor's Psynchrony, I conducted a series of usability tests using the RITE method.
544: Along Came A Tiger is a first-person, survival-escape game that involves two siblings controlled by a single player. The player’s objective is to lead the two characters through a labyrinthine mansion while avoiding getting caught by the enemy.
From the onset of Alexa Kim's thesis project, I was tasked with shaping a cohesive narrative told through two unique perspectives. In addition to writing dialogue, I weighed in on pacing, narrative structure, and game mechanics.
I developed What Should We Do Nao? with my teammatesNatalie Gravier, Yuting Su, and Sean Wejebe for the 2015 Global Game Jam. What Should We Do Nao? is a four player game where all four players share control of a four-brained cat named Nao. Each players controles one of Nao's brains; players must match their brain signals to make Nao move and eat hamburgers falling from the sky.