
Claire Andrews
Game Systems Designer & Technical Designer
Thanks for taking the time to look at my portfolio! I’m a game designer looking for an entry-level and/or associate position that specializes in rapid-prototyping and refining of gameplay mechanics, and have experience with AAA and AA games, along with multiple well-received published projects.

Wolfsbane’s Catacombs Level
Game Designer – Wolfsbane
Wolfsbane is a Unity-based tactical role-playing game currently in development by Newcastle Studio, of which I served as the Systems and Level Designer on its prototype from Jun 2025 – Dec 2025.
- Used critical thinking to rapid-prototype design specifications & feedback in a timely manner
- Created & revised all major systems (stats, combat, economy, progression) via Google Sheets
- Designed & iterated on 20 levels & environments based on executive playtesting feedback
Technical Designer – 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 Technical Designer under UXIF’s implementation crew from Jul 2024 – Dec 2024, and it was a great time; I was able to meet some nice people and do some challenging and fulfilling work.
- Implemented reusable high-quality Figma user interface mockups into AAA and AA Unity and Unreal games via those engines’ UI editors, C#, and C++ software
- Used interpersonal skills to communicate with other disciplines to ensure UI art assets were implemented and modified based on production pipeline quality standards and rescoping
- Ensured product development of user interface design achieved technical specifications
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 2023 – Apr 2024, with some additional development from May ’24 – Jun ’24 .
It’s also published on Steam with a 93% positive rating!
- Regularly updated & consulted design documentation (GDD, ASF, balancing sheet), as well as documented all C# code and other software tools to implement and revise ideas fully
- Further analyzed and refined the game for balance and user experience through user research of having at least one new person play-test the game roughly once a week
Game Designer – Break the Bounds
Break the Bounds is a 3D puzzle-platformer developed by a 5-person team under DigiPen Institute of Technology from September 2023 to April 2024
- Served as Project Lead for a 5-person team on a Unity game, directing other team members in design directives & assuring everyone had input on the game’s direction
- Designed core system mechanics, interactions & 6 expansive levels
Break the Bounds’ Trailer
Ultra Headless Horseman and Ultra Conquest’s Trailer
Solo Project – The Binding of Isaac Mods
Over the course of several years, I made many mods for The Binding of Isaac: Rebirth. Notable mods include Ultra Conquest, Ultra Headless Horseman, Epiphora Buffer Frames, and Dogma Lasers, all of which have 5-star reviews and each having several thousand downloads. Dogma Lasers in particular has over 45,000 people subscribed to the mod, which is still crazy to me.
Systems Designer – Cū Blight
Cū Blight is a top-down roguelike shooter produced by a 10-person team under DigiPen Institute of Technology from September 2022 to April 2023, of which I served as the game’s Lead Systems Designer and Creative Director.
- Assisted other team members in ensuring our creative vision was attainable and unified
- Maintained supporting design documents (GDD, ASF), as well as fundamental game system mechanics and level design & progression via Word, Excel, Powerpoint, and Google Suite
Cū Blight’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 2021 and Spring 2022, of which I served as a Game Designer leading the implementation of gameplay mechanics.
- Rapid-prototyped 7 character controllers & 5 enemy AI variations
- Implemented 3 levels in custom engine
- Communicated with interdisciplinary teammates to ensure custom engine could support design directives


