DANIELA
HENRIQUEZ SALMAN
DANIELA
HENRIQUEZ SALMAN
HD Supply: Associate Relations Investigations Training
This project involved designing a comprehensive training intervention using the ADDIE model. The resulting three-hour virtual training aligns organizational practices with corporate values to reduce compliance risk and ensure internal fairness.
PROJECT TYPE
Learning & Development
DATE
May 2026
TOOLS
Canva Pro, Microsoft Office, Adobe PDF
Finals Week Game
Finals Week is a single-player branching narrative game for undergraduate college students with the purpose of teaching common college life situations using Social Emotional Learning (SEL) skills and developing a Growth Mindset.
PROJECT TYPE
Game Development
DATE
May 2026
TOOLS
Twine SugarCube, GitHub, HTML
AUDIENCE
Undergraduate College Students
FORMAT & STRUCTURE
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Single-player virtual game developed in Twine - SugarCube.
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The game guides players through 8 scenarios across a Monday through Friday schedule, each presenting realistic college dilemmas with three possible choices.
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The goal is to reach the end of the week with academic performance and personal well-being in balance. Players must monitor three internal resources when making choices:
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Brain Power (Cognitive): ability to encode, store, and retrieve information.
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Energy (Physical): biological fuel.
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Stress (Psychological): internal pressure level and mental noise.
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LEARNING OBJECTIVES
The game has as objective to teach students how to navigate stressful college situations, while developing Social Emotional Learning (SEL) skills:
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Self-Awareness: recognizing how personal choices affect cognitive, physical, and psychological well-being under pressure.
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Self-Management: practice regulating stress and energy through intentional decision making.
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Responsible Decision Making: weigh trade-offs between academic performance, social connection, and personal well-being.
INTERFACE DESIGN
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Tone: the scenarios are drafted using Carol Dweck’s Fixed and Growth Mindsets to help students see the same challenges through different perspectives.
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Fixed Mindset: reactive and pessimistic choices
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“I’m going to fail no matter what.”
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“This is a sign I shouldn’t be here.”
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Neutral Mindset: avoidant and passive choices
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Growth Mindset: intentional and adaptive choices
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“I don’t know this yet...”
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“45 more minutes, then a 20-min break”
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Aesthetic: clean user interface, dashboard showing progress, descriptive text for each scenario, and multiple choice nodes.
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Color Palette:
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GAME DESIGN
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Points: players start with 50 points in each resources (brain power, energy, and stress). Early choices have small impact and later choices carry more weight.
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Branching + Bottlenecks: mid-game stats determine which version of Wednesday, Thursday, and Friday the player sees, creating distinct paths through the second half of the week. With a bottleneck on Thursday night.
Look at my brainstorming process:
HOW TO PLAY
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Read the Scenario: Each day (Monday–Saturday) presents unique academic and social dilemmas. Read the context carefully to choose the best way to respond to the situation.
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Choose your Response: Choose one of the three options presented.
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Monitor the Dashboard: You will start your dashboard with 50% in each resource (brain power, energy, and stress). Watch your resource meters after every choice.
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Reach Saturday (Ending): Your Saturday morning scenario will serve as a reflection of how you traded these resources to reach the end of the week.
POSSIBLE ENDINGS
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Burnout (Low Energy + Low Brain Power)
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Meltdown (Low Power Brain + High Stress)
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Social Survivor (Low Brain Power + High Energy)
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Middle Ground (Mid Stats)
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Perfectionist (High Brain Power + High Stress)
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Resilient Navigator (High Brain Power + High Energy)

Finals Week Game
PROJECT TYPE
Game Development
DATE
May 2026
TOOLS
Twine - SugarCube, GitHub, HTML
Finals Week is a single-player branching narrative game for undergraduate college students with the purpose of teaching common college life situations using Social Emotional Learning (SEL) skills and developing a Growth Mindset.