I'm Dæna Westdorp

A Game Designer
in Germany

I focus on Game & UX Design.

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My Work

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2020-2022

Unannounced

Fantasy RPG | Team of 10 | Ongoing

This unannounced project is a 3rd person fantasy RPG game in its concept phase, that is currently being developed by King Art GmbH. I've been working on this project as a Game Designer for a little over 2 years. [...]

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2020-2021

Iron Harvest

Dieselpunk RTS | Team of ~80 | ~2 months

Iron Harvest is a classic RTS set in the alternate reality of 1920+. I worked on the live service team as a Game Design Intern for the duration of ~2 months. I assisted in the design of the ping system and created the UI mock-ups for it. Besides that, I also tested skirmish and challenge maps and provided feedback. [...]

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2018 - 2019

Koo-Koo

alt.ctrl.GDC Showcase | Team of 5 | 5 months

Koo-Koo is a top-down, multiplayer, competitive game in which you control a flock of mechanical birds with the mechanism of a cuckoo clock. I worked on the game as Designer and Producer for the duration of 5 months. I was responsible for conceptualizing, and iterating on gameplay systems as well as designing and building the controllers, external communication and online publications. Koo-Koo was showcased at alt.ctrl.GDC 2019. [...]

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2021

Graduation Project

Bi-Directional Relationship System | Solo | 5 months

The goal of this project was to identify what relationship systems in RPGs currently look like and how they work. From this, a baseline was formulated, which was then used as a foundation for my concept with the help of research findings of social systems and the theory behind the formation and progression of real, human relationships. This led to the creation of a bi-directional relationship system that is closer to real-life. [...]

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2019

Single Maker

Subversive Dating Simulator | Team of 6 | 2 months

Single Maker is a subversive dating simulator for PC in which you break couples up on request of clients. I worked on the game as Game, Narrative & UX/UI Designer, and Programmer for the duration of 8 weeks. I was responsible for conceptualizing and iterating on gameplay systems, designing the UX and creating UI elements as well as narrative design, writing dialogue and programming gameplay systems. What started as a school group project turned into a solo project with outsourced art. [...]

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2019

Firecracker

Psychedelic Bullet | Team of 3 | 2 months

Firecracker is a psychedelic top-down, twin-stick bullet hell shooter for PC in which you cannot shoot bullets but only reflect them. I worked on the game as Gameplay Designer and Programmer for the duration of 8 weeks. I was responsible for conceptualizing, iterating on, and balancing core gameplay systems as well as level design and programming various basic systems in Unity. I worked on this game in collaboration with Jasper Oprel and Julia Emmink. [...]

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2019

Gloop

SDG Experience Park | Team of 5 | 2 months

GLOOP is a concept for an SDG Experience Park in which visitors have to manage their own planet in a sustainable way to keep it healthy. I worked on the project as Game & UX Designer for the duration of 8 weeks. I was responsible for conceptualizing and iterating on gameplay systems and designing the UX as well as prototyping gameplay systems in Machinations, designing physical park elements and creating 2D concept art. [...]

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2019

Gravekeeper

Graveyard Management Simulator | Solo | 1 Week

Gravekeeper is a concept for a mobile graveyard management simulator in which you have to play microgames to keep the graves clean and visitors happy. This was an idea that came up during a small game jam with friends, but was never finished. I later continued working on the idea by myself and conceptualized, iterated on, and visualized it in Adobe XD. [...]

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2018

WOKE

Gamification Concept | Solo | 2 weeks

WOKE is a small concept for a mobile app which would gamify arriving to meetings on time. This was a school project I worked on for 2 weeks. During this time I worked on conceptualizing and iterating on the concept and designing the UX with UI elements. [...]

Who I am

Designer with professional experience combining the research-heavy, human-centric field of UX Design with the high-level, holistic field of Game Design. I strive to create inclusive and compelling concepts for systems and player interaction by drawing inspiration from psychology and a game's narrative.

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