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 for the game.
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.
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
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. Whether it be game design, level design, or UI-UX design, 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!