Portfolio
Puzzle Level Design
In all my level designs I make sure of several things:
- it is possible for the player to beat the level in a perfect way, even if that may be hard to achieve
- following a few introductory levels to get the player used to the game mechanics all the levels pose at least a bit of a challenge
- the challenge level varies over the course of the game in the form of a fractal interest curve – starting easier, getting harder, always varying a little on the way and then starting over easier again, usually with new features to learn – to encourage the player to continue playing with new challenges
- no level is like the other, each and every one of them has certain, unique features or twists
- and, most important of all, the levels are fun to play
Here you can try some of them yourselves:
- Match-3 game "eXchange Challenge" (external link)
- Time management game "Sage Bürokratiemonster" (external link)
Interface Design
For most of my current interface designs I use Microsoft Visio, but before I have also done them using Balsamiq, Photoshop and Microsoft Paint (yes, paint, it actually is very easy to create fast, rough wireframes with it).
Molehill Empire
Garden Shed Feature
This feature made it possible for the players to furnish their garden shed as they wish. It was important to have a clear and easy to understand layout worked into the blank space to the left of the garden shed that hadn't been used before.
Interaction Design
Cinderella: The Aftermath
Level Failed Flowchart
Interactive Storytelling
Games Academy Exam
The assignment was to create a setting and story and use them to fulfill the given tasks.
My awesome paper can be downloaded here, but beware (!), there is no English version available.
Website Design
Usually when working on a website design I do just that: I design and let other people implement. But I also implemented several smaller websites myself using fanbooster and other editors, making sure the layout stays visually appealing and, of course, functional, no matter what device you're using.
7DayChallenge using UDK
I have worked with UE2 several years ago, designing some awesome and some less awesome multiplayer maps. Therefore I had basic knowledge of UDK's functions. However, up until now I haven't yet had any experience with the UDK other than doing simple and pretty maps without any deeper functionality.
That's why I decided to take on this 1-week-challenge to design and implement an entire, short level, focussing on functionality rather than on it being pretty. Basically, I wanted to explore the editor's possibilities and limits while designing a short, fun level.
Meaning: no using fancy materials and meshes that make the player forget just how boring your level actually might be and no scripting around any difficulties you may encounter in implementing the wanted features.
SPOILER
I reached all of my goals.
More information can be found here:
- Progress Documentation/Dear Diary: AnneHolz_7DayChallenge.pdf (6027627) (~5,7MB)
UDK
A quickly done map, focussing on environment and the player's viewpoint, using the terrain and foliage modes, moveable pointlights (which have to be followed and run off on contact) and basic cutscenes.
Art & Animation
Yes, I am a game designer, not an artist. But this just had to go on my portfolio page.
Please accept my sincerest apologies.
Cinderella: The Aftermath
VoKuHiLa-Bat
Miss anything?
To make this portfolio easily accessible I decided to use only some significant work samples.
But if you feel something important is missing, please tell me (contact box to the right) – I'm sure I can help you with that. :)