Lisa Hendriks

Game designer with a passion for level design

Projects

Bewildered

Level design and UI/UX design

Bewildered is a single player combat-adventure game, where you cooperate with a ferocious monster as you expel the deadly corruption and restore your sacred island. Learn to trust and assist each other while facing obstacles and fears, through a vibrant, but dangerous world.

Responsibilities as a level designer:

  • Research and concepting initial level flows, onboarding, feature placement and general look of the level
  • Developing an art-pass ready whitebox and basic level design art pass
  • Cross discipline communication to keep the level in scope for both art and programming
  • Daily meetings to keep the team up to date
  • Establish iterative workflow where the level was tested and new feedback was applied
  • Continues communication with art throughout art pass application
See project page for additional responsibilities

Alice through the fey realm

Level design and Quest design

Alice Through the Fey Realm is an enchanting isometric narrative adventure that puts you into the shoes of Alice. A compelling adventure unfolds as you awaken in the mysterious Fey Realm and embark on a quest to discover the key to your journey home

Responsibilities as level and quest design:

  • Research and concepting initial level flows, onboarding, NPC and point of interest placement and general look of the level
  • Developing an art-pass ready whitebox
  • Daily scrum meetings to keep the team up to date
  • Concepting and working out quests
  • Creation of genereal quest flow.
  • Detailed flowcharts of main quests.
  • Working together with other designers and disciplines to iterate upon implemented questlines
  • Spell and grammar check dialogue.
  • Work with Qade system (an inhouse made tool for quest design) to implement quests into the game
See project page for additional responsibilities

About me

I love to be creative! Creating is my passion and that is why I turned my passion to the games industry where I could combine my love of creating and playing games together. I have an eye for detail and rational thinking. I always do what fits the project the most and when I see a problem, I solve that problem. 

What I love about the game industry is that I get to work with a lot of people from different disciplines and learn something new every day.

Skills

Research The start of any good project. I always research new features in the game thoroughly before expanding on said feature or section.

Concepting concept documents, or pitching concepts based on creative ideas and research.

Level design Sketching, concepting, nodemaps, top down map, white boxing, quick prototyping, iterative work, playtesting, QA.

Quest design Based on narrative and environment, create quests for levels.

Onboarding That fits the game and target audience

Prototyping Simple basic prototypes made with blueprinting

UI/UX design Sketches, wireframes, prototypes and implementation of UI. Iterative testing and problem solving for UX.

QA Iterative playtesting

Scrum for planning and collaborating

Software

Engines: Unreal Engine 4 and 5

Source control: Perforce, Github

Project management: Jira, Confluence, Slack, Miro, MS teams, Office, Excel, Powerpoint
Adobe: Photoshop, Adobe XD

Modeling: Blender, Maya

 

Solo projects

Unreal Tournament

Level design

A project where I designed a CTF map for Unreal Tournament.

  • Research on Unreal Tournament and competitors
  • Target audience research
  • Brainstorm and sketching of level
  • Drawover photos as brainstorm excersize
  • Topdown and node map
  • Iterative level design
  • Playtesting and QA

Velox

Level design, system design

Velox is a grab and dash 2d platformer. A heist concept with each heist a different level. Extract data and get away as quick as possible before the timer runs out.

Responsibilities

  • Concept design
  • Feature design
  • 3 C’s
  • Level design of one complete level
  • QA by playtesting, gathering feedback and iterating

Additional projects

No or minimal level design

Temple of Giants

UI/UX design, lead design

Temple of Giants is a third-person puzzle-platformer set in Ancient greece. In this singleplayer experience you play as Nysa, a greek demi-godess with earthbending powers. Help Nysa save her mother from the monster in this temple.

Responsibilities

As a lead designer

  • Leading a team of 7 designers
  • Cross discipline communiccation with leads
  • Identifying risks and finding solutions
  • Presenting project updates to the client

As a UI/UX designer:

UI:

  • Design screenflows and mockups of all UI screens
  • Recreate mockups in Unreal Engine
  • Add Menu Flows and animations in menu’s using blueprints
  • Add functionality to all menu buttons including settings screen using blueprints
UX:
  • Cross displine communication to improve the core features
  • Daily playtests to test various features and menu flows
  • Identify problems and propose solutions within the games core

Additional responsibities:

  • Creation of core concept together with other designers
  • Prototyping early core features
  • Research on various subjects

Caught on Tape

UI/UX design, system design

Caught on Tape is a first-person horror game in which you play as an urban explorer investigating the ruins of an abandoned bunker.

Responsibilities

As a UI/UX designer:

UI:

  • Design screenflows for all menu’s and create mockups in adobe XD
  • Create HUD mockups in adobe XD
  • Build UI screen flows in Unreal Engine using blueprints
  • Add funtionality to all buttons using blueprints
  • Create functionality for the options menu and HUD using blueprints
  • Create object outliner using blueprints
Additional responsibilities:
  • QA through playtesting and gathering feedback
  • Creating sound library and Creating initial sound functionality
  • Initial concept idea creation
  • Prototype parkour features