about me

brendon trombley photo

I’m a game designer, educator, and adventurer who believes in the transformative power of play. I'm passionate about creating innovative experiences that engage, teach, and capture imaginations. I'm thrilled when great games provide new possibility spaces to explore, even more so when I had a hand in crafting them!

I create learning experiences for audiences young and old across many contexts: the classroom, mobile, the web, and real-life meatspace. I've designed and facilitated learning games and games-based curricula and programs for clients such as Institute of Play, Boys and Girls Clubs of America, Committee for Children, and Games for Change.

digital learning games

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The Meaning of BEEP

A context clues game developed in collaboration with BrainPOP. Players view sets of sentences containing a hidden word and must guess and vote on its meaning.

I started this game as a tabletop game for English classrooms at Quest to Learn, then pitched it to BrainPOP to be developed into a full digital version, a process in which I was involved in the design of game mechanics, UX, and content.

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Money Matters: $ky

A financial literacy game for the Boys and Girls Clubs of America. Finance is taught symbolically; you control a floating island in a world where money is represented by altitude.

I was the game design lead for this project, generating concepts and combining team ideas into a full vision and design doc. Then, I worked with an external development team to bring the vision to reality, managing playtests, gathering feedback, and steering changes.

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Operation: Reach

A resiliency and reintegration game for the Boys and Girls Clubs of America. Players control characters from a quirky crew who have adventures while dealing with the stresses of being separated and reunited.

I was a game designer on this project, in charge of determining fun mechanics, characters, and storylines that matched the learning goals established by the subject matter experts.

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tabletop learning games

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Block Talk

Block talk is all about communication. Players give and follow directions with limited feedback, trying to recreate block structures from the cards.

I made this game with educators at Quest to Learn, leading the effort in game design, graphic design, and production of materials.

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Absolute Blast

Absolute Blast is about integer operations and absolute value. Players attach and adjust numeric booster cards to their rockets, trying to launch them the farthest.

I made this game with educators at Quest to Learn, leading the effort in game design, graphic design, and production of materials.

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Inhabitation

Inhabitation puts players at the helm of the neolithic revolution. Players develop their civilizations from hunter-gatherer societies to city-state status.

I made this game with educators at Quest to Learn, leading the effort in game design, graphic design, and production of materials.

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ludum dare games

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Micromancer

Kill all humans and raise them from the dead to grow your army. Start with just a handful of skeletons and snowball your way to victory!

I was a game designer, level designer, and environment artist for this game.

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Death Death Evolution

In this puzzle-platformer, you must die to win. Upon death, your avatar gains new abilities based on how it dies. Try to win with the least amount of deaths possible!

I was a game designer, level designer, and environment artist for this game.

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Attack on Radmars

Defend planet RADMARS against an alien invasion from all angles! Use gravity wells to turn the enemy's missiles back at them.

I was a game designer, artist, and programmer for this game.

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big games

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Pickpocket

A pervasive game meant to be played at large gatherings. Try to steal other players' flags without them noticing while protecting your own!

I created this game as a solo effort from conception to completion.

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Chamball

A new competitive sport like dodgeball, except the ball is attached to a rope!

I started as a player and evolved into a co-designer and facilitator, helping the game undergo iterations through many hours of play and experimentation.

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Moonshine

A game of cops and smugglers in which one team of players tries to sneak red cups of "moonshine" to various drop points without getting caught by the other team.

I collaborated with a partner on this project, sharing responsibilities in design, production, and facilitation.

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curricula

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Summer of Minecraft

Summer of Minecraft is an online camp that takes place all within Minecraft. Kids sign in participate in events and challenges put on by camp counselors.

I developed the curricular vision of the camp and developed and facilitated the counselor training.

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Mobile Quest Co-Lab

A two-part program in which teachers participate in game-based learning workshops, then put on a week-long summer camp in game design for kids.

I led the integration of tech into the program and assisted in the development and facilitation of the teacher training and summer camp.

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Design, Art, Code

A summer camp program in which students deeply explore digital concepts and develop real skills in programming and visual design.

I led the curriculum development of this program and shared responsibilities in facilitation.

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