Game & Level Designer

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:

  • Game Design
  • Level Design
  • Monetization / Engagement Design
  • Music Composition
  • UI/UX Design

Tool proficiencies:

  • Unity (C#)
  • Unreal (Blueprints)
  • Roblox Studio (Lua)
  • Jira
  • Perforce
  • Fmod / Wwise
  • Figma

Professional Projects

Dread Camp

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

  • Gameplay and Puzzle Design
  • Level design and Scripting
  • Monetization/Engagement Design
  • Music, voice acting, and 2D art


Play here Watch trailer

Genre: Co-op horror game

Engine: Roblox Studio

Total players: 4.4m

Touchdown Simulator

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

  • Helped design core gamplay loop/progression
  • Monetization/Engagement Design
  • UI/UX Design
  • Ran playtesting sessions


Play here Watch trailer

Vans World 2.0

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

  • Designed modular level design pieces


Play here Watch trailer

Genre: Arcade sports game

Engine: Roblox Studio

Total players: 114m

School Projects

Ocean Buddie

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

  • Level and Puzzle Design
  • Sound Design


Play here

Genre: Top-down cover shooter

Engine: Unreal 5

Team size: 9

The Flarewatcher

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

  • Gameplay Design
  • AI and 3C Design
  • Narrative Design
  • Music Composition


Play here

Robus

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

  • Tweaked the driving gamefeel


Play here Details on the exhibition

Genre: Arcade racing game

Engine: Unity

Team size: 6

Personal Projects

Potion Partners

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

  • Game and Level Design
  • Dynamic music


Play here

T.U.M.M.Y

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

  • Game and Level Design
  • Sound Design and music


Play here Walkthrough here

Genre: 2D platformer

Engine: Unity

Team size: 2

Genre: First person shooter

Engine: Quake engine

Quake mapping

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

  • Level Design
  • Encounter Design

About Me

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.

Interested in working with me? Shoot me an Email!

Here to discuss a project, or just want to chat? Reach out via email below!

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