Leigh Graner
  • Welcome!
  • Welcome!
I'm so excited and proud for the launch of Return to Monkey Island! I was a programmer and writer on this project, with an amazing team!

I'm an experienced multitalented indie studio leader, designer, software engineer, writer, and producer, with 13 years experience in interactive entertainment.

Most recently, I built and wrote dialog for one third of the rooms in Return to Monkey Island (2022). I've conceptualized, designed, built, and shipped projects for clients including Disney, Amazon, Universal, Netflix, Shaquille O'Neil, and The Wiggles.
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Portfolio highlights

​Voice Games for Alexa and google assistant

  • Titles including Stranger Things, American Idol, The Wiggles, Disney Hits Challenge, Lost in Space
  • My Role: Senior Software Engineer
  • Technology: Javascript, node.js, Alexa, Google Assistant
​As a senior software engineer at Creativity Incorporated, I worked closely with the designers to create the tools and proprietary engine we use to author voice-based games on Alexa and Google Assistant.

Shaq Sky Slam

My Roles: Game designer, software engineer (Unity, C#), project lead
Crater House, 2013
iOS and Android


In this over-the-top extreme sport, Shaq and friends sky dive out of airplanes, plunge downward to pick up speed, then do mid-air trick combos to create earth-shattering slam dunks on landmarks around the world!

During a skydive, the player can steer their character by tilting the device. They can also press-and-holding the screen to dash and gain speed, but cannot steer while dashing. The faster the player dives, the more awesome their dunk will be, but the harder it is to control their flight.

We designed several interacting systems to provide a progression of gameplay. Players earn XP by completing Dares, such as doing particular tricks, reaching certain speeds, or even by colliding with a quota of wayward seagulls.

As a player gains XP and levels up, they unlock new maps and playable characters. Some playable characters are only available for purchase.

The player can collect or purchase coins which can be spent in various ways. They can purchase one-use combinable powerups including a jetpack, a coin magnet, Super Shaq cape. They can also use coins to level up their characters' stats.

Free play is limited by the energy of each playable characters, which replenishes with time. Therefor, players who have unlocked more characters are rewarded with more overall play time.

This metagame progression supported the bite-sized experience of each skydive, turning that basic concept into a highly replayable game.
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Dig Quest: Israel

  • My Role: Game Designer, Lead Engineer, Studio Cofounder
  • Technology: Unity for iOS and Android
We worked with the Israel Antiquities Authority to make this mobile game where kids take on the role of archeologist, from piecing together the Dead Sea Scrolls, to uncovering the Lod Mosaic!

Unity Games

  • My Role: Game Designer, Lead Engineer, Studio Cofounder
  • Technology: Unity for iOS and Android
We developed many Unity games at my studio Crater House, with clients and partners including Shaquille O'Neal, Kraken Rum, the Israel Antiquities Authority, and the California Indian Museum and Cultural Center.

Leafcutters — My MFA Thesis Project

My Roles: Lead game designer & project lead
University of Southern California, 2011
Windows, Mac


For my MFA thesis, I established my design challenge:  How could I create an experience of playing with an ant colony in way that brought understanding and connection with these creatures?

Read the case study here!

I determined that allowing direct control of the ants would negate the sense of them as living creatures. Instead, I designed a system of indirect control, where the player teaches the ants what urges toward certain actions they should have in reaction to various situations.

This game features interplaying systems of ant training and colony creation, which were very rewarding to balance and refine.
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Tlaloc's Book — A Game of Fraction Math

My Roles: Educational game designer, software engineer (Flash, ActionScript 3.0)
USC Games and UCLA CRESST, 2010
Web and Windows

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Tlaloc’s Book is an educational game to teach fraction math to struggling students.  I was one of four game designers on the game development team at the EA Game Innovation Lab at USC’s Interactive Media Division.  We created the game in collaboration with the UCLA’s Psychology Department.  The overall project was led by the UCLA’s Center for Advanced Technology in Schools.

Tlaloc’s Book is a puzzle platforming game in which players collect whole numbers, fractions, and mathematical operators, which they use to perform operations on platforms to change the platforms’ heights.  Because the player can jump or fall up to one unit, it is sometimes possible for the player to pass the level with an inexact solution.  However, exact solutions unlock treasure from the signposts in the levels.
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We continually playtested our prototypes with grade schoolers to make sure that the game was challenging and fun for our target audience.  We also worked with education theorists and designers to ensure that the game adhered to the latest theories of learning.

ant Paint

Tools used: Unity

My latest ant game! In this prototype, the player paints ant trails to help the colony find and gather food. The player has a limited amount of trail scent to use, which is replenished as ants gather food.

Digital Puppetry glove

2008
Tools Used: Arduino, Processing, Physical Materials


l created a lightweight glove to puppet a face on the screen. The user can bend three fingers to control the two sides of the mouth, as well as open and close it.

Selective Memory

2008
Tools Used: Flash, Arduino, Physical Materials

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In this experience, a user prods the exposed brain in a mannequin head with electrodes, causing a video of the brain’s memories to replay. Each quadrant of the brain is tied to a specific personality trait, and the video skips and jumps to scenes reflecting that trait. Logan Olson and I made this in December ’08.
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Clay

2010
Tools Used: Unity, Microsoft Surface


I created this multitouch clay experience for Microsoft Surface using Unity. 

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Users touch, poke, and drag to mold the clay, and swipe with a whole hand to spin the ball. Resetting the clay ball requires teamwork with another user.
Made at USC’s Interactive Media Division.

Virtual Clay – Unity & Microsoft Surface – Leigh Graner from William Graner on Vimeo.

 

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Full List of Projects

At Creativity Incorporated:
Role: Senior Software Engineer (node.js, Javascript, Alexa SDK, Google Assistant SDK)
2017-2019


Disney Hits Challenge — Alexa Skill
2018

Role: Senior Software Engineer (node.js, Javascript, Alexa SDK)
I worked closely with the design team to build this trivia game featuring Disney music content.

The Wiggles — Google Assistant Action
2018

Role: Senior Software Engineer (node.js, Javascript, Google Assistant SDK)
I worked closely with the design team to build this choose-your-own-adventure style game on Google Assistant, featuring exclusive voice acting by each of the Wiggles!

American Idol — Google Assistant Action
2018

Role: Senior Software Engineer (node.js, Javascript, Google Assistant SDK)
I worked closely with the design team to build this trivia game on Google Home and Google Assistant.

Lost in Space — Google Assistant Action
2018

Role: Senior Software Engineer (node.js, Javascript, Google Assistant SDK)
I worked closely with the design team to build this choose-your-own-adventure style game on Google Home and Google Assistant.

Stranger Things 2 — Google Assistant Action
2017

Role: Senior Software Engineer (node.js, Javascript, Google Assistant SDK)
I worked closely with the design team to build this choose-your-own-adventure style game on Google Assistant.

At Crater House:
Roles: Cofounder, Lead Game Designer, Product Manager, 
Lead Engineer (Unity, C#, Unity Android, Unity iOS)
2011 – 2017

Mission Admission
2016
Role: Cofounder, Product Manager
This game gives junior high kids a head start in the college admissions process. Developed by Futurebound and USC's Game Innovation Lab, and brought to iOS by Crater House and Daniel Pua.

Dig Quest: Israel
2014
Role: Cofounder, Lead Engineer
Become an archeologist in this educational game about exploring Israel’s past. Created with The Israel Antiquities Authority and Maya Cohan Productions

Shaq Sky Slam
2014
Role: Cofounder, Game Designer, Lead Engineer
Shaquille O'Neal and friends take on a unique blend of skydiving and slam dunking on monuments around the world. By Crater House and One Spear Entertainment.

This Little Pig
2014
Role: Cofounder, Product Manager, Software Engineer (Unity Android, C#)
A virtual art installation piece designed by Lance Paul and built by Crater House.


The Kraken: Simulation Application for Nautical Maneuvering
2012

Role: Cofounder, Product Manager, Software Engineer (Unity Android, C#)
Crater House ported this branded experience from iOS to Android.

Bug Hunt
2012
Role: Lead Engineer, Product Manager
We teamed up with Dom and Tom to bring Lazy Brain Games' retro arcade game Bug Hunt to iOS.

Learning Palette
2012
Role: Lead Engineer, Product Manager
An educational digital toy for kids, adapted from the popular Learning Palette by Learning Wrap-ups.

At LucasArts:
Role: Level Design Intern (Maya, Nero Engine)
2009


The Force Unleashed II
2010
AAA Star Wars title for PlayStation 3, Xbox 360, and Windows


At Interactive Media and Games Division, USC Games:
Roles: Game Designer, MFA Candidate, Software Engineer (Flash, ActionScript 3.0, Unity)
2008 – 2011

Tlaloc's Book
2011
UCLA CRESST, USC Game Innovation Lab
Role: Game Designer, Software Engineer
An educational video game to teach kids fraction math. Central to a study with UCLA CRESST and USC Games, funded by the Bill and Melinda Gates Foundation.

Leafcutters
2010 – 2011
Interactive Media and Games Division, USC
Role: Project Lead, Lead Designer, Lead Engineer
For my MFA thesis, I used an adaptation methodology to design a simulation game about  leaf cutting ants.

Spectre
2008 – 2010
Interactive Media and Games Division, USC
Role: Sound Designer
Designed, prototyped, and built Independent Games Festival award winning platformer in Flash with a team of USC graduate students.

Wellness Partners
2007
Creative Media & Behavioral Health Center, Interactive Media Division, School of Cinematic Arts, University of Southern California
Role: Game Designer
An online fitness diary and social game central to a study funded by the Robert Wood Johnson Foundation

At Day9tv:
2012 – Present
Role: Co-host

Mostly Walking
2014 – Present
In this weekly Twitch broadcast, Sean "day[9]" Plott, Leigh Graner, and Sean Bouchard play classic point-and-click adventure games, and provide their unique blend of analysis, humor, and infectious enthusiasm.

MetaDating
2012 – 2013
In this monthly hangout, Sean Plott ("Day[9]") and friends explore the confusion and puzzlement of the nerdy dating universe while playing old text and video games revolving around romance and wooing. Presented by Day9tv and Geek and Sundry.

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