Interactive/Video Games

Erin Reynolds is the Chief Mollusk (Founder & Creative Director) of the independent game development studio, Flying Mollusk. She has a diverse background spanning the past 15 years in game development within a variety of different environments, including as a developer (handheld, social, and mobile), publisher, academic, and now indie. Erin is passionate about the potential games have to empower, educate, and inspire players of all kinds and to make the world a better, more playful place.

To this end, she took a sabbatical from her career in Game Development in 2009 to pursue her MFA through the prestigious Interactive Media & Games Division of the School of Cinematic Arts at the University of Southern California. There, Erin led projects such as Trainer, (winning the two top awards for Michelle Obama’s Apps for Healthy Kids competition at the White House) and the critically acclaimed academic version of Nevermind.

As Chief Mollusk of Flying Mollusk, Erin is dedicated to continuing to create edgy games and interactive art that leave a lasting positive impact on the user and world.

 
Nevermind

Nevermind

www.nevermindgame.com

Nevermind

Nevermind is – at its core – an adventure game (in the spirit of classic games like Myst), where you must explore strange worlds and solve puzzles to unlock the terrifying mystery that lurks within each patient’s inner psyche.

In Nevermind, you are a Neuroprober – a unique physician who, through the use of cutting-edge technology, is able to venture into the minds of psychological trauma patients for whom traditional treatment methods have proven ineffective.

As such, each “level” in Nevermind takes place within the surreal subconscious of one of these victims. Your goal is to explore the often dark and twisted world within, solving abstract puzzles as you recover fragments of memories (represented by photographs) surrounding the traumatic event.

Traumatic experiences, especially those left untreated, take their toll in countless ways, often triggering other serious problems as the victim’s subconscious desperately tries to cope. As a result, the patient’s mind doesn’t take kindly to those who attempt to peel back these layers, often prompting it to lash out in terrifying, unexpected ways.

Only the most vigilant of Neuroprobers can survive the horrors of the mind to help their patient find peace at last.

Can you?

Flying Mollusk

Flying Mollusk

www.flyingmollusk.com

Flying Mollusk

Flying Mollusk is an IP and game-focused independent studio built to create engaging, uniquely impactful experiences that leverage emerging technology and leave a lasting impression on those who play them. We craft games that adults want to play while also surreptitiously helping them become the person they want to be.

Our flagship product, Nevermind, is a biofeedback-enhanced thriller adventure game that indirectly teaches layers how to manage feelings of stress and anxiety. Nevermind represents Flying Mollusk’s vision to create edgy and evocative experiences via existing and emerging technology that are as compelling as a popular “mainstream” title while also giving back to the player in some way, shape, or form.


Prior to founding Flying Mollusk, Erin has practiced game design and creative development at large companies such as Zynga and Disney and has lead and contributed to countless smaller, indie projects - earning recognition and awards from numerous institutions and organizations such as Games for Change and Michelle Obama's Apps for Healthy Kids initiative.