Enrique Klein Garcia-Godos

Enrique Klein Garcia-Godos

M.Phil. Candidate

Enrique Klein is a Game Designer from Peru involved with educational games since the start of his career. He has worked at “Grupo Avatar”, the game research and development group at the Pontifical Catholic University of Peru. During this time he directed, designed, documented and monitored educational game systems, mechanics, levels and narrative.

For most of the games he has worked on, he has been the central point of focus and champion of the design vision, leading programmers, artists, sound designers, educational psychologists, history teachers, historians and physical therapists towards a common goal. He has also led an English-speaking team comprised of diverse nationalities including Norway, Portugal, Czech Republic, Spain, Belarus, United States, and Italy to complete a working virtual reality game prototype in under a week during the digital art event known as Trojan Horse Was a Unicorn (THU).

Enrique started his journey studying a Bachelor of Information Technology, major in Games Modelling, at The University of Queensland. Then, he moved to Vancouver, Canada to study Game Design at Vancouver Film School. After a few years of working in educational and non-educational games back in Peru, Enrique is now a Masters of Philosophy student at The University of Queensland exploring the intersection of Narrative and Virtual Reality, in particular how to modify a virtual environment to better align the storyteller’s creative intentions with the participant’s experience.


  • Virtual Reality Story Affordances

    Storytelling is an important domain in virtual reality, be it for creating awarenesses or simply for entertainment. However, experiences in virtual reality are subjective and based on the user's interaction with the environment. An important question is: how to ensure that the user experiences the story in the same way the storyteller wants to tell the story? This project investigates how different components of a virtual environment can be manipulated to align the experience of the user with the intention of the storyteller.