Hi, I’m Andrea, a passionate game designer and developer. I worked for companies like Rockstar Games and as a freelancer for indie studios. My goal is to create entertaining and meaningful game experiences that enrich people’s lives.
2D & 3D Level Design
Enemy & Combat Design
Programming & Software
C#, Visual Scripting
Unity, Unreal Engine 5
Agile, Lean, Scrum
Figma, Notion, Confluence
2.5D Puzzle-Platform Level Prototype – Personal Project
Summary: I have made a 2.5D puzzle-platform level prototype based on the game INSIDE (Playdead). The level is intended to be placed in the first part of the game when all the basic mechanics have been already introduced.
Duties: Level Design, Puzzle Design, Gameplay Scripts, Unity (Corgi Framework)
Time-frame: 30 May 2021 – 9 June 2021 (about 30 hours).
Design Document | Video | Play
Summary: I worked remotely on Mystery Match Village as a part of the design team. My main duties include making levels for the Match-3 puzzle part of the game as well as design documentation, levels review, and balancing. I have made hundreds of levels and still creating them on a weekly basis.
Duties: Level Design, Documentation, Balance, Design Improvements, Research
Time-frame: January 2021 – November 2021
Stranded Eternity – Freelance
Summary: Stranded Eternity is an upcoming 2D twin-stick shooter roguelike game. I covered various duties in the project including the design of a boss fight, general feedback to improve the game, equipment (stones), powerups, and scenario challenges (events). The game is in alpha. You can watch a video gameplay at this link (1:41 to see a boss I designed “Killer Rose”).
Duties: Game Design, Enemy Design, System Design, Powerups/Economy, Consultancy
Team Size: TBA
Time-frame: November 2020 – May 2021
Level Design Dissertation – Edinburgh Napier University
Summary: This dissertation investigates the effects of design patterns and principles on players’ navigation in 3D action-adventure games. Two levels have been designed for this project to conduct A/B testing on a pool of 20 participants in order to evaluate the efficacy of the design choices and level layout on influencing players’ decisions. This dissertation has been awarded with the first prize of the Lawrence Ho Student Prize, presented to the best student thesis relating to gaming technologies or computer game research and/or development.
Duties: Research, Level Design, Programming, Writing
Team Size: Solo
Time-frame: January 2020 – December 2020
Unannounced Puzzle Game – Lucid Labs Ltd, Freelance
Summary: I worked as main level designer at Lucid Labs for a game in the puzzle genre. I have made a total of 74 levels, planned the learning and difficulty curve of the game, given feedback/suggestion on mechanics and rules, and iterated my work based on feedback.
Duties: Level Design, Game Design, Balance, Consultancy
Team Size: TBA
Time-frame: July 2020 – December 2020
Summary: The Mario Maker Workshop (MMW) was organized by an online game design school, Design Oriented, that operates as a community. We used Super Mario Maker 2 as a platform to rapidly test and share ideas. During the workshop, I learned more about level design and game design through lessons and by creating levels in respect of Nintendo’s design principles and techniques.
Duties: Game Analysis, Research, Level Design, Feedback
Team Size: Solo and Team Projects
Time-frame: July 2019 – December 2019
Cyber Alex – Personal Project
Summary: Cyber Alex is a 2D sci-fi action side-scroller game where you play as an engineer in a world dominated by robots. I created the design and documentation of the game, a boss fight, and 4 levels featuring metroidvania and Megaman influences. I also managed and directed the whole team. We used Unity & C# as technology.
Duties: Leading, Game and Level Design, Project Management
Team Size: 4
Time-frame: January 2019 – June 2019
Design Process | Video