June 6, 2024
Lizby Dingus
MFA Interactive Media and Games '24
Lizby Dingus '24 has a B.A. in Neuroscience from The Colorado College, an M.Ed. in Learning and Design from Vanderbilt University, and now a M.F.A. in Interactive Media and Game Design from USC. Lizby is also a certified Montessori teacher for 1st-6th grades with experience teaching and mentoring teachers-in-training. While working as a curriculum writer, Lizby designed, wrote, and published STEM curriculum units for lower elementary Montessori classrooms that have been implemented worldwide.
Let’s start from the beginning. What inspired you to pursue a degree at USC?
I've always been interested in games, but never really thought that it was something I could do as a career. I was teaching elementary school when the pandemic hit and so suddenly games seemed like a great way to engage my classroom remotely. I had trouble finding games that matched what I was looking for, so I decided to try to make my own!
Where did your interest in Interactive Media and Games come from?
I have enjoyed playing games since I was a young kid! I think there’s a special joy that comes from experimentation that games allow you to tap into, and I’m thrilled to find out that making games taps into this same feeling of fun experimentation.
Tell us about the creative and technical process for The Glitch Witch. What was your inspiration and was there anything you found to be easier/harder than anticipated?
That's a big question! The idea first began with me wondering if I could create a unique spin on a traditional “magic system”, but having the ‘magic’ actually be engineering. Not only is this a fun twist on a tried-and-true formula, but I hoped it would make players rethink what they are capable of. As an additional bonus, we have a badass female protagonist who embraces both her femininity and engineering skills!
The puzzle system is mechanically complex, so I feel very grateful to have a group of talented engineers on the team who are able to work their own “magic” on the puzzle functionality. Much to my surprise, the most difficult part of the development process was figuring out how to cohesively blend two very different game modes- one being the overworld where you explore the world and talk to other villagers and the other being the 2D puzzle levels.
You have an incredibly diverse and interdisciplinary post-secondary education history. How has that impacted your approach to interactive storytelling?
Having a diverse background has taught me to not back away from a challenge. I have learned to embrace being out of my comfort zone and see failures as a chance to try again, a mindset that I try to imbue in all my games. In my ideal world, players will not only enjoy the challenges they overcome in the games I create, but will start to see more challenges in their everyday life that they feel ready to tackle as well.
During your time at SCA, were there any classes, professors, or experiences that stood out?
This is a bit of a cop-out answer, but if I were to go into detail about all the amazing professors and classes here at USC, I could fill practically a whole book. I remember being star-struck the first time I heard a lecture from Tracy Fullerton, and I have loved nothing more than working and learning from Martzi Campos and Laird Malamed for the last 3 years. Richard Lamarchand is not only an incredibly talented designer and teacher, but is also one of the most thoughtful and kind people I have ever met. The AGP experience was a whirlwind, but I am so grateful to Andy Nealan for all of his time and advice throughout the project. Gordon Bellamy has also been an amazing mentor and embodies the camaraderie it takes to build real communities within games. And this only scratches the surface of everyone I would like to acknowledge!
Throughout this program, I have found every single professor to be passionate, talented, and incredibly invested in the students here. I can’t put into words how grateful I feel to have landed in such a wonderful and supportive community of exceptional people.
Congratulations on being selected as a recipient of the SCA Council on Diversity and Inclusion Certificate for Outstanding Work for the Interactive Media and Games division! With diversity growing in gaming and tech communities, how do you hope to expand these efforts?
I am passionate about expanding on female representation in games and uplifting other women in the games industry. It’s not easy to enter a male-dominated industry, but having a supportive community to listen and give advice where needed is critical. I was so fortunate to have an industry advisor who has been in games for over 30 years, and her guidance allowed me to push through some tough points. I am so grateful to have had her support and hope that I can be that person to future generations of women in games one day.
Do you have a favorite moment from working on The Glitch Witch?
I think my favorite moment actually was watching people react to the game during the USC Games expo. We make games not so they exist, but so people will have a certain experience when they play them. I distinctly remember that one nine-year-old girl played our game for 30 minutes with a smile on her face, which made everything we had done feel worth it.
How will you carry this experience forward in your future roles as a creative director?
I learned so much about creative leadership during this process, and it wasn't always easy. It's so important to understand the heart of the project so that you can give people clear goals and make hard decisions when necessary. But more importantly, I realized the importance of creating a healthy and supportive team culture. I tried to make sure that everyone felt welcome and supported by emphasizing asking for help when needed, offering support to others when we can, and taking mistakes and mishaps in stride. When I had to make some really hard cuts part-way through production, it was amazing to see how the different teams came together to support each other in order to gracefully pivot during a time that could have pulled us apart.
Are there any projects you worked on that were particularly meaningful to you?
The Glitch Witch is something that will always be in my heart, but I also have a soft spot for a game concept I pitched with a fellow student, Marielle Brady. Wellbeing was an iPhone game focused on creating a native flower garden, observing the pollinators that came to visit, and getting to know your neighbors. The gameplay focused on learning about native ecology and contributing to citizen science efforts while the narrative gently illustrated how gardening and cultivating a community can improve your mental health as well. Although we didn't receive the Sloan Grant to make the game, I hope I will be able to improve on the concept and repitch it one day!
What’s next for you?
I am working with The Glitch Witch development team to finalize the release of our demo on Steam (Wishlist our game here! store.steampowered.com/app/2942710/The_Glitch_Witch). If someone wanted to publish the game, we would absolutely pick it up again - but in the meantime I'm looking for work!
What advice would you give to aspiring games students, as well as recent graduates like yourself?
Don't be afraid to go for it! It can be extremely intimidating to start in games because there are so many skills that go into their creation such as writing, coding, art, sound, and more. Just start somewhere; you'll get better and better as you go. However, I think building a supportive community is key to being able to push through the hurdles you'll face as you learn to make games. I feel very fortunate to have joined an incredible community at USC, but there are other places to look, as well! Discord groups, games jams, and game development meetups can all be great places to find community.
Story by Emily Tutnick