
Claire Andrews
Systems / Tech / UX Designer
Hey, thanks for taking the time to look at my portfolio! I’m a Systems, Tech, and UX Game Designer that specializes in creating and modifying game systems, balancing, implementation, making code accessible for non-programmers, and positive game-feel / user experience. I have roughly five years of experience in the gaming landscape, including a Bachelor’s in Game Design, project leadership & AAA experience, and am highly skilled at working in groups, organization, and record-keeping.
If you’re browsing with limited time, I’d suggest going through just Major Projects.
Ultra Headless Horseman’s Trailer
Solo Project – Ultra Headless Horseman
Ultra Headless Horseman is a mod for The Binding of Isaac: Rebirth that I published in May ’25. Being the first original mod that I worked on in two and a half years, I’d built up quite the repetoire of skills, as well as higher standards for publishing. As such, this project involved more sprites, more animations, and more programming. Thankfully, I’d already figured out a decent chunk of specifics thanks to Ultra Conquest, so the only difficult parts were things unique to Ultra Headless Horseman.
Implementation Crew – UX is Fine!
UX is Fine is a partnership company that assists with the development of UI & UX in games being created by other companies. I worked as a contractor for UXIF’s implementation crew from Jul ’24 – Dec ’24, and it was a great time; I was able to meet some nice people and do some challenging and fulfilling work.
Because I’m under an NDA, I can’t talk explicity about the projects I worked on with them, but I did a lot of UI implementation in Unity and Unreal. Additionally, these projects were all for AA and AAA studios, so the quality of my work reflects the higher standards presented by these companies, as well as the work flow required for actual production like source control via Perforce and Gitlab.
Koppun-50’s Trailer
Solo Project – Koppun-50
Koppun-50 is a 2.5D action-shooter 50-person battle royale platformer developed under DigiPen Institute of Technology from Sep ’23 – Apr ’24, with some additional development from May ’24 – Jun ’24 . Koppun is genuinely the most fun I’ve had working on any project; both the concept and my execution of it just work so well. My intricate web of script reuse, scriptable objects, and game systems are beautiful to behold.
It’s also published on Steam, so you can go play it right now!
Producer – Break the Bounds
Break the Bounds is a 3D puzzle-platformer developed by a 5-person team under DigiPen Institute of Technology during Fall ’23 and Spring ’24. Break the Bounds is in a really strange place, since it was going extremely slowly during the first half while we were figuring out exactly what we wanted the game to be, but we were able to turn it around, making the game come out fairly well due to some smart decisions on exactly what we needed to do to get it to a state we liked.
Break the Bounds’ Trailer
Cū Blight’s Trailer
Creative Director – Cū Blight
Cū Blight is a top-down roguelike shooter produced by a 10-person team under DigiPen Institute of Technology during Fall ’22 and Spring ’23. Overall, I felt I contributed a lot to the game and am very happy with the final product; I created and maintained the design-based documentation (Overview, ASF, etc), designed the HUD, 3D-modeled most original assets within Maya, and worked closely with my teammates to ensure our vision of the game was unified. As it stands, this was my favorite group project to work on at DigiPen.
Solo Project – Ultra Conquest
Ultra Conquest is a mod for The Binding of Isaac: Rebirth that I created in Summer ’22. It adds a new boss into the game, that being the titular Ultra Conquest. Although not my most popular mod (having still hit a five-star rating on the Steam Workshop), it’s one of the ones I’m the most proud of due to the amount of work it took to get the LUA working in just the right way, as well as the effort I put into all of the new sprites and animations.
Ultra Conquest’s Trailer
Rushing Tide’s Trailer
Game Designer – Rushing Tide
Rushing Tide is a 2D free-movement game produced by a 12-person team under DigiPen Institute of Technology during Fall ’21 and Spring ’22. Rushing Tide is a weird one, since we rescoped so many times due to the limited usability of a custom engine and to put less strain on our artists. Fortunately, that gave me a lot to do, since I was primarily in charge of prototyping player and enemy behaviors in Unity. I’m fairly happy with the finished result, though I do wish the game just had more content.