
JACQUELINE HOLDAWAY
Game Designer | Level Designer | UI/UX Designer
Game designer who specialises in level design and UI/UX design who is driven to create immersive experiences that engage players through the environment and gameplay with an in-depth understanding of game and level design theory and the development process cycle.
PROJECTS
REALM KEEPER

Realm Keeper is a fantasy dungeon crawler with set levels that players can adventure through as they complete runs of the game. The player goal is to defeat enemies to spawn the boss that players will have to defeat to progress through the levels. Through the levels they will pick up items within the world that will change the dynamic of the gameplay experience with the items affecting various stats of the player.
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Genre: Third-person, Fantasy, Roguelike
Engine: Unity
Team Size: 10
Duration: October 2020 - May 2021
Platform: PC
Role(s) and Responsibilities
Game Design
- Created a cartoon style roguelike experience consisting of multiple characters, levels and enemies.
- Collaborated on the aesthetic of characters, enemies and levels.
Level Design
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Designed the gameplay levels from molecular diagrams to the layouts.
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Greyboxed the base environment based on the created layout using Maya.
UI Design
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Designed and made the layout of the various menus within the game.
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Made UI assets for the game including character ability icons, buttons, UI backgrounds and borders.
Logo Design
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Created the Logo for the game and the group.
Programming
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Programmed the in-game pause menu in all scenes.
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Programmed the functionality of the Main Menu scene.
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HEMO VORACITY
Hemo Voracity is a 1 vs. up to 9 player asymmetric survival horror game where the survivors have to run around the map completing tasks to obtain a Ritual Item to be used in a Ritual to escape the Nosferatu once they are all collected at the Ritual site. Throughout this survivors will have to run from the Killer, a Nosferatu that will attack and kill the survivors in its thirst for blood.
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Genre: Third-person, Multiplayer, Asymmetrical Horror
Engine: Unreal Engine
Team Size: 5
Duration: 12 Weeks
Platform: PC, Console
Role(s) and Responsibilities
Game Design
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Created an asymmetrical horror multiplayer experience.
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Collaborated on designing Killer and Survivor mechanics.
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Added a freemium character skins monetisation model.
Level Design
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Designed the level from a molecular diagram to the layout.
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Greyboxed the base environment based on the created layout.
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Built the level using the in-engine tools and assets from the store.
UI Design
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Designed and made the layout of the various menus within the game.
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Made UI assets for the game including buttons, UI backgrounds and borders.
Logo Design
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Created the Logo for the game and the group.​
Programming
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Programmed some of the menus including the Main Menu, How to Play and the Store Page.
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