This thesis aims to redesign the nostalgic, early 2000’s dress-up game from a Cree perspective. Video games and digital media often reflect negative stereotypes of Indigenous peoples if they are included at all. The ability of Indigenous creators to use these tools to tell their own stories allows Indigenous peoples to take back and rewrite the narratives so often forced upon them. Examining projects and literature from Indigenous scholars provides context and guidance as to how others incorporate Indigenous values into their works. Other examples of independent dress-up games are examined to provide additional context as to how other creators subvert the genre with unique game design. Limitations of this research include the possible use of archival documents containing clothing designs belonging to other peoples and Nations, as well as considerations for Indigenous knowledges and values being incorporated respectfully. These issues highlight the importance of examining other works and guides by Indigenous creatives, as well as being grounded in Indigenous values like miyo-pimâtisiwin ¬-in order to conduct this work respectfully and in conversation with others to hold the researcher accountable to community. Wawêsîwin, the videogame produced through this research, is grounded in miyo-pimâtisiwin and is meant to be a joyful and nostalgic experience for Indigenous players, where they can see themselves in both the aesthetics and the design of the game itself.