🎮 Genre: Multiplayer / VR | 👥 Team Size: 28 | 🛠️ Engine: Unreal Engine 5
Designed and tuned player controls, interaction systems, and physics-based tools for an unannounced project. Also built gameplay gyms to support feature testing and iteration.
Jan 2025 - Jun 2025
🎮 Genre: Multiplayer / Shooter | 👥 Team Size: ~40
Analyzed core mechanics, level design, and difficulty balance, and delivered detailed feedback reports that informed bug fixes and design iteration.
Oct 2025
🌟Scholarship Winner in Women in Game Design 2024 (Selected by Blackbird Interactive)
🏆 Award: 2nd Place
🎮 Genre: Point & Click / Casual / F2P
🕹️ Role: Gameplay / Level Designer
👥 Team Size: 5 | 🛠️ Engine: Unity
🏆 Award: Best Overall Game
🎮 Genre: Arcade / Pinball
🕹️ Role: Level Designer
👥 Team Size: 8 | 🛠️ Engine: Unity
🏆 Award: Best Board Game Project
🎮 Genre: Deduction / Management
🕹️ Role: Boardgame Designer
👥 Team Size: 3
🎮 Genre: Psychological Horror
🛠️ Engine: Unreal Engine 5
🕛 Duration: ONGOING
🎮 Genre: Psychological Horror
🛠️ Engine: Unreal Engine 5
🕛 Duration: 1 month
🎯 Design Focus: Orthogonal AI Encounters , Environmental Storytelling
🎮 Genre: Turn-based RPG
🛠️ Engine: Unreal Engine 5
🕛 Duration: 5 days
🎯 Design Focus: Tactical Encounter Design, Spatial Topology, Rapid Prototyping
Genre: Fast Paced, Multiplayer
Role: Game Designer
Team Size: 4 | Engine: Arduino IDE
Duration: 48 hours
Genre: Top-down Shooter
Role: Game Designer, UI Artist
Team Size: 5 | Engine: Unity
Duration: 4 days
Genre: Platformer
Role: Project Manager
Team Size: 5 | Engine: Unity
Duration: 3 months
Genre: Quick-Reaction
Role: Generalist
Team Size: 3 | Engine: Unity
Duration: 5 months
🎮 Genre: Psychological Horror | 🛠️ Engine: Unreal Engine 5
This project I am focusing on explores psychological dread through systemic design and spatial tension!
Script systemic AI models that dynamically adapt to player styles for unpredictable encounters.
Design uncanny environments, using spatial flow to build dread over traditional tropes.
Iterate mechanics in UE5 Blueprints to ensure high-polish, player-centric feedback loops.