Skills: Game Design / Level Design / Concept Art / Adobe Photoshop / Adobe Premiere Pro / Unreal Engine

For my first university project, I was tasked with creating a video game using Unreal Engine. I conceptualised and developed a unique game featuring a protagonist named Ebba — a young apprentice map maker and beast tracker. Her name, meaning “strong” in Scandinavian, reflects her resilience as she embarks on her difficult journey.

The story begins with Ebba aboard The Whisp, a ship which is attacked by the legendary Kraken, a creature from Scandinavian folklore. Shipwrecked and alone in an unfamiliar land, Ebba must navigate the harsh, unforgiving wilderness of Scandinavia. This is where the game level begins — at the very start of her journey.

For the art style, I chose a 2D pixel aesthetic, venturing into a new creative direction that pushed me away from my usual preference for realistic artwork. This decision challenged me to design and create every visual element in the game, including the level backgrounds, coin collectibles, tavern, and other sprites that brought the world to life. While I could have relied on pre-made assets from online libraries, I opted to design my own sprites. Using references and existing assets for inspiration, I created custom flipbooks and animations, making the process more personal and rewarding.

This project felt less like an assignment and more like an enjoyable, self-led project, where I found a lot of passion for and in the creative process. It taught me the value of exploring new artistic styles and how embracing challenges can lead to personal growth. I believe this reflects my deep passion for storytelling, art, and creating immersive experiences — key qualities I bring to every project I work on.

This project marked my first experience using Unreal Engine, and I was determined to create a polished game. Rather than overwhelming the project with too many features, I chose to focus on a few core elements, drawing inspiration from classic gameplay mechanics like those in Mario Bros. Players navigate the level while collecting coins, which, in a broader vision for the game, would allow them to then buy and sell inventory items to progress through the story. Since this project was limited to a single level with only a few months of development at university, I kept the mechanics simple, prioritising quality and player engagement over complexity.

At one point in the game, the player encounters a lonesome traveller, introducing a deeper narrative layer to the experience. As the first level concludes, the player meets a tavern owner who welcomes them into the warmth of the tavern, providing a moment of respite and marking the end of the level.

Much like my final-year project, NullamoWhisp is a 2D side-scroller that features all-original artwork. For this project, I used Adobe Photoshop to design pixelated sprites for the player character and various in-game elements. Throughout this time, I spent a deliberate effort to expand my knowledge by watching several videos to help me not only create the artwork, but also the code for the game. This process allowed me to fully immerse myself in the creative side of game development, ensuring every visual detail aligned with the game’s tone and story.

While working in Unreal Engine, I dedicated a significant amount of time to familiarizing myself with blueprints, using tutorials to deepen my understanding of the engine’s functionality. This project was an incredible learning experience, where I developed a range of new skills that greatly enhanced my confidence as a game designer. Looking back, I feel proud of the game I created — it was a strong demonstration of what just a few months of university could lead to and set the foundation for my journey in the gaming industry.

I vividly remember the excitement I felt after completing this project during my first year. Now, with the benefit of hindsight and reflection on how far I’ve come, I feel an even greater sense of pride in my progression. Since then, I have continued to learn and produce a variety of projects, many of which are showcased in this portfolio as my personal favourites. It amazes me how much I’ve grown in just three years — especially considering that before university, I never imagined the gaming industry could be a viable career path for me. Now, I’m excited to continue building on this foundation and look forward to all the opportunities that lie ahead.

Recognizing how my talents are inherently cross-disciplinary — with my art and passion for storytelling seamlessly translating into my skills in game and level design — is incredibly exciting for me. This realization has deepened my enthusiasm for exploring this creative path further, whether through contributing to the success of a team or leading one of my own. I’m eager to see where this journey as a game designer will take me and look forward to the opportunities and challenges that lie ahead.