Designer with 3 years of experience, combining creativity with multidisciplinary skill to create games that leave a lasting impression. I'm a US citizen, based in Stockholm. Feel free to reach out!
Skills:
Tool proficiencies:
Summary
For DREAD CAMP, I designed and implemented content for a wide variety of systems, including player-owned housing, monetization/engagement systems, the final boss fight, and more.
I worked through multiple stages of level design, taking level segments from blockout to a polished release state. I used in-house level design and scripting tools to implement puzzles and scare events. I also dressed some of the levels using a material/prop library.
Additionally, I composed four pieces of music and voice acted the main antagonist.
Highlights
Genre: Co-op horror game
Engine: Roblox Studio
Total players: 4.4m
Genre: Idle game
Engine: Roblox Studio
Total players: 1.8m
Summary
The goal for TOUCHDOWN SIMULATOR was simple: create a spiritual successor to the studio's idle game phenomenon Strongman Simulator, with the visual trappings of American football.
I assisted designing iterations/innovations to existing systems, such as the shop, core gameplay loop, and the gacha progression system.
I helped design UI wireframes for menus, and arranged them in-engine using an in-house UI scripting tool. I ran playtesting sessions, and worked with our PM to note bugs/issues on Jira.
Highlights
Summary
Rather than having one giant open world like the previous version had, VANS WORLD 2.0 was split into a series of different skateparks, each styled after a different city.
I assisted in the pitching stage, designing level blockouts for potential skatepark locations and downhill racing maps.
During production, I built a library of "funboxes", modular level elements comprising of ramps and rail grinds that can be slotted together to build skateparks.
Highlights
Designed preproduction level blockouts
Genre: Arcade sports game
Engine: Roblox Studio
Total players: 114m
Genre: Co-op puzzle platformer
Engine: Unity
Team size: 7
Summary
In OCEAN BUDDIE, one player walks on land, and the other swims in the ocean, which opens up unique opportunities for puzzles and cooperative platforming. On the project, I assisted with some level design, and designed the four puzzles in the game.
I also did the sound design for the game, both recording foley as well as working with a programmer to implement systems such as footsteps that vary based on surface material.
Highlights
Genre: Top-down cover shooter
Engine: Unreal 5
Team size: 9
Summary
For THE FLAREWATCHER, I was project lead, and together with the team I helped design the creative direction of the game, including the core gameplay loop and narrative. I worked with our programmers to design the AI enemies and three C's.
I also storyboarded the intro and ending storybook-style cutscenes, animated the still images into video, wrote the dialogue for them, and composed the music.
Highlights
Summary
What would Crazy Taxi look like, if it was built in a sustainable city of the future? That's the question ROBUS was designed to answer, an arcade game made for Tekniska Museet's Zero City exhibition.
Using the Xbox Adapative Controller, players controlled a bus, picking up as many passengers as they could before their fuel runs out. There are 7 types of passengers, each of which has an attribute that modifies the bus in some way while they're on-board, from giving it a speed boost to lowering its traction.
I designed the core gameplay loop, fine-tuned the driving physics, and designed the passenger attribute system.
Highlights
Game Design
Genre: Arcade racing game
Engine: Unity
Team size: 6
Genre: 2D platformer / potion crafting
Engine: Unity
Team size: 3
Summary
I worked on this as part of the GMTK Jam 24, where we scored in the top 25% of applicants.
Potion Partners is a cross between a 2D platformer and a potion crafting game, where you switch between playing as a mouse familiar fetching ingredients, and an old alchemist brewing them.
I worked on the game and level design, as well as composing two pieces of music that dynamically change based on which character you are controlling.
Highlights
Summary
My very first game, T.U.M.M.Y. is a sidescrolling 2D platformer where you play as the robot T.U.M.M.Y, making your way through a labyrinth filled with monsters.
I worked on this on and off with my boyfriend, who did the programming and art for it, while I did the game design and level design.
Before building levels in-engine, I'd sketch it on paper first, making sure that each section of the level was focused on either teaching the player a new skill, or challenging their mastery of a different facet of one.
I also made all of the sounds in the game, and composed the music for it.
Highlights
Genre: 2D platformer
Engine: Unity
Team size: 2
Genre: First person shooter
Engine: Quake engine
Summary
Whenever I have spare time, sometimes I work on maps for the game QUAKE using the Trenchbroom level editor.
I build blockouts of each level, place enemies and level scripting throughout, and dress the levels using a texture library or my own textures.
Highlights
My name is Samantha Davis. With a blend of multidisciplinary design skills and a keen eagerness to learn new technologies, I'm capable of creating a wide variety of work players love. From game and level design, to music and 2D art, I'm a do-er capable of filling whatever gaps the project needs.
I have experience with Unity, Unreal, and Roblox Studio, as well as mapping for games like Quake.
My collaborative nature as a team player enhances my ability to contribute effectively. I'm experienced in Perforce and Jira.
Here to discuss a project, or just want to chat? Reach out via email below!