Tumbleweed was an experiment in location-based content I worked on in 2012. I teamed up with UX designers Greg Kuebler and Luke Miller to toy with the question of whether a story could be better told by taking into account where the audience was currently standing.

I had recently co-directed a short film called No Man’s Land, and we came up with the idea of transforming it into a location-based game. We used a few different interactions: check-in to a nearby venue in Foursquare, so say for instance the next scene takes place at a saloon, you'd have to be near a similar category like a bar. Also, some scenes required leaving town or a several mile radius, and some scenes just unlocked when enough time had passed. Kuebler managed the design assets, I handled the software, and Greg Kletsel illustrated.