Hello and welcome to my portfolio!
My name is Carolina and I’m a student at Saxion University of Applied Sciences studying Creative Media & Game Technologies as a Designer. Over the course of three years studying, I have worked on several group projects to create fun and unique games, all the while honing my skills in game development through individual projects. I have worked on a large variety of games ranging from board games to 3D games, with a focus on level and narrative design.
Below you can find an assortment of the projects I am most proud of.
Little Way Home is a 2.5D platformer game where you take on the role of Blue, a little monster trying to find his way back home after being scared away by the things that go bump in the night. Follow Blue as he overcomes challenges, meets new friends along the way, and learns that the world is not as scary as he once thought it to be.
At the end of my second year of studies at Saxion we were given the opportunity to create a project for a client chosen by the university with the topic of "monsters". The client we worked for was Concordia, a company that was organizing an event for a local elementary school where the children’s monster drawings would be brought to life through interactive means by the students at Saxion.
This is how Little Way Home came to be.
For this project, my team and I decided to take a handful of the kids' drawings and develop a 2.5D platformer game.
I took on the role of Project Lead, as well as Level and Narrative Designer, with some contributions towards Audio Design due to the size of the team. Here are the hightlights of my contribution to this project:
Spider Collider is a family-friendly physics-based puzzle game. Play as a spider as it collects flies and avoids obstacles to get back to its home and family. Attach and detach yourself from connection points and avoid the hazards around the house. With a limited amount of legs and webs, be careful where you swing and think strategically before making a move.
A link to this game can be found here!
Spider Collider was a 2-week project I worked on with a group of fellow students during my first year at Saxion University. The game allows the player to attach and detach themselves from connection points spread throughout the levels as they traverse a house full of dangers. As a team, we chose to tackle the "puzzle game" prompt for this project by creating a 2D platformer-style game inspired by many mobile games we played during our childhoods. The puzzle aspect came in when strategizing where to swing, keeping in mind the limited amount of webs and legs the player has at their disposal. This proved to be quite enjoyable and won the "Best Gameplay" award during this project's internal award ceremony.
For the development of this game, I worked on the level design. This was one my first attempts at designing multiple levels that introduced the player to the gameplay and taught them how to progress. This game taught me a lot on how to implement tutorials into the levels naturally and how to build up the difficulty in a way that felt organic. Here are the highlights of my contribution to this project:
Project Vortex is a 3rd-person combat game where you can harness your knowledge of the four elements: water, earth, fire, and air. Battle mages and guards as you work your way up the magic academy's hierarchy to defeat the master of each element. Use strategy and your understanding of the elements to create combos, chain attacks, and status effects to reach your objectives.
The course Creative Media & Game Technologies has a required minor during the 3rd year. For this, I chose to be a part of the Minor Skilled offered by Saxion, where the focus is to create a portfolio item for which I have to learn new skills by myself. The skills I chose to learn during this time were Unreal Engine 5, which I had never used before, and combat design, an area of game design that I had never had the pleasure of diving into. I became a part of a team of six students, each aiming to create a combat game that encompassed all our learning goals. We settled on what is now known as Project Vortex: a 3rd-person combat game that uses elemental magic to defeat enemies.
The player takes on the role of Yamada Taro, a gifted individual whose abilities attracted the attention of powerful masters from a famous and honorable academy. Unbenownst to him, the academy brainwashes their students to create mindless soldiers to fight in their wars. After an incident during training, Taro regains control of his mind and must battle his way through the academy and defeat those who took it in the first place.
During the five months given to us to work on Project Vortex, my role in the team was that of Project Lead, Combat Designer, and Narrative Designer. Here are the highlights of my contribution to this project:
Maybe Today is a horror point & click game that puts you in the shoes of a little girl as she makes a desperate attempt at escaping her home and the horrors that lie within. You must collect clues, explore the house, and make as little noise as possible, or risk waking up the girl’s drunken father.
Maybe Today is a point and click horror game based around the idea of escaping an abusive home as a defenseless little girl. The player must be cautious as they explore the house and look for a way out. Key items can be found in different rooms that can give the player an edge in escaping, and unlock different endings. However, loud noises stand out in the middle of the night, and so the player might find themselves hiding from the girl’s father if they make a wrong move.
For Maybe Today, my focus was on making the game compelling both through its story and levels. Here are the highlights of my contribution to this project:
The Sorrow King's Castle is a co-op game that sees you and a friend exploring a haunted castle as you seek three items to release a lost soul from its torment. Communicate and work together to avoid traps; the navigator has the map, but only the explorer can make sense of it.
A link to this game can be found here!
The Sorrow King's Castle was a 4-day gamejam project made by myself and five other team members. The theme of the gamejam was "identity", and while brainstorming different ideas, we landed on the concept of discovering one's identity through gameplay. The game consists of two players: one sees the screen as a 1st-person character exploring a castle full of invisible traps and near-identical hallways, while the other sees a map with all traps and three collectible items marked down. The navigator must guide the explorer safely towards each collectible while the explorer must describe their surroundings to the best of their ability and help one another. By the end of the game, the player collects all three items and discovers the navigator's true identity and who he was in relation to the castle.
For this project, my focus was on the documentation and gameplay. Here are the highlights of my contribution to this project:
Dimensional Drifter is an arcade-style side-scroller where you take on the role of a runner who is able to teleport between dimensions with the click of a button. The game consists of two environments: Order and Chaos, each with their own set of challenges that complement one another. You must avoid obstacles and collect coins as you travel between the two at will.
Dimensional Drifter was one of my first group projects at university, and also one I am very proud of. It was made to be an arcade game, and such needed to be as fun and addictive as possible. Dimensional Drifter is a side-scroller that puts the player in the shoes of a character who is able to switch between two dimensions: one of order, and one of chaos. With simple controls, the challenge of the game comes from testing the player’s reflexes when having to switch between dimensions, and increasing the speed at which the player runs as they progress. And of course, the game includes a leader board so players can beat each others high score and stay on top!
For this game, I focused on designing the obstacles the player would encounter throughout the game and creating the levels. Here are the highlights of my contribution to this project:
Enter the world of Vaeluria, a realm that once brimmed with magic and divinity, now laid to waste by a war driven by jealousy, hatred, and a secret prophecy. The gods take sides, and the mortals pay with their lives after the unexpected death of a celestial being ruptures the peace.
I have been working on this project on-and-off since halfway through my studies at Saxion, inspired by years of playing video games and D&D, reading fantasy books with incredible and unique worlds, and daydreaming of one day creating my own.
Vaeluria started as a means to output creativity: an empty canvas in which I could create anything I set my mind to. Many ideas were thrown at the wall in the early days of this project; concepts of gods, monsters, complex magic systems, characters that could one day be the protagonists of this experience, if ever made interactive. The possibilities were endless, but there was one thing I had clear in my mind: gods and divinity must be at the forefront of this world. As I have been a fan of Greek Mythology since childhood, I took a lot of inspiration from the way they portray the creation of the universe to create my own version, one in which gods are born from ideas, wishes, and necessities of other celestials. Each god created has a purpose unique to themselves, whether that be to provide light and heat to the galaxy as the sun, or to maintain a record of all knowledge in the universe, not one divine being's existance is unimportant.
The lore I've written for Vaeluria is extensive, spanning several thousands of years from the creation of everything to the war that split the divine and mortal realms, and to the current conflict birthed from the death of a god. As my passion project, I have spent many hours attempting to perfect the timeline of this world, and even now I continue to do so, however I have reached a satisfactory point which allows for many possibilities. The current conflict that Vaeluria faces is that of a war between the Sun god and one of the two Moon goddesses after the other was caught in the midst of their conflict and killed. This cataclysmic event has led to divinity seeping into the mortal realm, empowering magic users who worship the Moon goddess as they wage war against the dragon-riding Sun worshippers. All other nations pick a side in the battle as the gods do the same in their own realm, splitting the pantheon in a way never to be seen before.
When writing the history, religions, and magic systems of this world, I always kept a strong narrative focus in mind. One of my favorite hobbies is storywriting, and so when creating Vaeluria, I aimed to write stories around and in it, spanning from stories of how the world came to be and what shenanigans the gods get up to in their immortal extistances, to stories telling the lives of mortals and how they live day-to-day in a world full of wonder. As time progressed, and the world grew into its own, Vaeluria's future became broader. The world lends itself to many mediums: literature, video games, tabletop campaigns... However, in relation to my studies and personal interests, a game seems to be the likeliest path, given time and the proper resources.
An open-world RPG including classes the player can choose from, each related to the different species that populate the world. Each class would have it's own unique qualities; moon elves who are more attuned to magic, sun elves who ride dragons, fire elementals working in forges to create weaponry, or water elementals who thrive underwater. These are only a few of the options the player would be able to choose between, with the freedom to craft their own path through this world. A strong narrative would guide them through their journey as war rages through the world, granting them the choice between the two sides, the possibility to rise in the ranks and carve their way through the conflict.
The Enschede Weaving Factory project was commissioned to Saxion by De Museumfabriek, located in Enschede. They requested a VR experience that would immerse museum visitors in a 1920s/1930s weaving factory. Alongside nine other students, we created a live scene of this setting using Unreal Engine 5, Xsens motion capture suits, and other tools to deliver the most realistic and historically accurate experience possible.
For my course at university, we take part of the IMT&S module for one semester of our fourth year. This module consists of choosing among a list of projects, all commissioned to the university by a different client. For this module, I chose the Enscheden Weaving Factory; a project that had been passed down by the previous group of students that worked on it before us. The project given to my team focused on the animation of the weaving machines, with little regard to the historical accuracy of the setting. In the first stages of development, we chose to reinvent this project, creating a live scene which featured the animated machines passed down to us, with the inclusion of the realism expected by the client.
A live scene was chosen as the final deliverable, with triggerable "microstories" that would play if the user approached certain workers. These microstories would consist of 20-40 second snippets of workers' day-to-day lives, featuring the unique sign language that they invented during that time, kindly taught to us by the museum. Unfortunately, these microstories did not make it into the final product due to scope changes.
The user would wear a VR headset to begin the experience, with no controllers to go along with it. This was done to avoid the steep learning curve of VR for museum visitors who had never used the technology before. The headset provides a teleportation feature throughout the factory if the user maintains their eyes locked on the teleportation point they wish to teleport to for approximately 2-3 seconds. By exploring the factory, the user would see the workers, whose idle movements were recorded using motion capture suits, as they went about their daily tasks, overseeing 4 weaving machines each. The atmosphere of the factory, created using volumetric fog, dust particles, limited lighting, and loud ambient sounds of machinery was made to recreate the poor conditions in which workers had to work during that time.
For this project, I acted as co-team lead as well as general designer with a focus on narrative. I helmed the creation of the microstories, both on paper and with the suits. By the end, ten different microstories were written for this project, all of which feature at least 3 different sign language gestures through worker interactions. These stories ranged from a worker asking another the time to two friends telling each other stories about their weekends. We recorded four of these microstories using the Xsens Link motion capture suit, with me acting as director and managing the MVN software required for recording.
The removal of the microstories meant they were not included in the final product, however we ensured that they were AB tested and ready for the next team to pick them up in the future. The AB testing consisted of an "expressive" and "subtle" version of each microstory. The expressive versions had grander movements that were easier to read, however lacked the realistic restriction that the workers had as their boss was constantly keeping an eye on them. The workers were not allowed breaks or the freedom to chat with one another, which the subtle versions conveyed, albeit sacrificing the readability of the movements.
In the testing, the expressive versions performed better, with most testers noting that the gestures in the subtle version were hard to read and did not convey the emotions we were trying to show.
Additionally, my contributions to this project related to documentation and occasionally tweaking certain aspects of the project in Unreal. The IMT&S module requires maintaining a detailed development log, both individually and as a team. I was in charge of keeping the team devlog up to date, noting down all team members' work and contributions towards the project.