
Game Design & Level Design Portfolio

Having worked 3+ years in the video game industry as Game Designer, Eve has contributed to many high profile AAA projects during her time at the highly regarded outsource studio Black Shamrock, A Virtuos Studio in Dublin, and Cloud Imperium Games in Manchester.Eve's impact in the games industry was recognised in November 2025 when she was awarded an Ambassadorship with Women in Games.Qualifications:
First Class Honours Bachelor's Degree:
Game Design and Concept ArtHNC:
Film and Television ProductionBTEC Extended Diploma:
Graphic Design
JUDAS | REVEAL TRAILER
Developed & Published by Ghost Story Games Single Player Narrative First-Person Shooter
I contributed to the level design and development of Judas, an unreleased narrative-driven game from Ghost Story Games. My work focused on game and level design, collaborating closely with other teams to support moment-to-moment gameplay, player flow, and interactions within a highly narrative context.While I can’t share specific details prior to release, my contributions included:Working within non-established systems to develop UI and UX.Collaborating with designers, artists, and engineers to iterate on Game and UI/UX content through playtesting and feedback.Designing and iterating on gameplay spaces to support narrative pacing and player choice.Prototyping and refining level layouts.Supporting systemic gameplay loops that reinforce theme and player immersion
I worked as a Level Designer on Squadron 42, contributing primarily to the design and iteration of gameplay spaces across both ground-based and zero-gravity environments.My role focused on taking levels from early greybox through to final polish, with an emphasis on UI/UX, player flow, spatial readability, and moment-to-moment gameplay across radically different movement models.Key areas of contribution included:
Greybox design and iterative refinement of levels for ground combat and space environments with no traditional gravity constraintsAdditions to the UI and UX of the gameplay systems.Designing and tuning player flow, combat beats, traversal, and encounter pacing across linear and systemic spaces
Scripting gameplay logic and interactions using Blueprints within Star Engine and CryEngine
Collaborating closely with art, design, and engineering to transition spaces from blockout to final, shippable quality
Iterating based on playtesting, performance constraints, and narrative requirements to maintain immersion and clarity
Squadron 42 | GAMEPLAY TRAILER
Developed by Cloud Imperium Games
Single Player Narrative First-Person Shooter

AAA UNANNOUNCED | N/A
PvE Survivor & First-Person Shooter
I contributed as a Level Designer to an unannounced PvE First Person Shooter.While I can’t share specific details prior to announcement, my contributions included:Designing from concept to implementation phase on unique UI systems.Designing and iterating on gameplay spaces from grey box to final polish.Prototyping and refining level layouts with a focus on fast paced gameplay and combat.Working within established real life metrics and architecture.Collaborating with designers, artists, and engineers to iterate on content through playtesting and feedbackSupporting systemic gameplay loops that reinforce theme and player immersion
I contributed as a Level Designer to an unannounced Narrative-Driven Horror First Person Shooter.While I can’t share specific details prior to announcement, my contributions included:Designing and iterating on UI/UX and gameplay spaces from concept to final polish.Prototyping and refining UI and level layouts with a focus on unique traversal systems and unique combat systems.Collaborating with designers, artists, and engineers to iterate on content through playtesting and feedbackDesigning enemy encounters, boss battles and arenas.Working on new unique gameplay systems to ensure immersion during level design.Supporting systemic gameplay loops that reinforce theme and player immersion

AAA UNANNOUNCED | N/A
Narrative FPS Survival Horror
I contributed as a Game Designer and UI/UX designer to an unannounced Narrative-Driven Fantasy Project.While I can’t share specific details prior to announcement, my contributions included:Lead the UI and UX of gameplay and UI Menu systems.Prototyped UI with a focus on unique traversal systems and unique combat systems.Collaborated with designers, artists, and engineers to iterate on UI and UX content through playtesting and feedback.Designing enemy encounters, boss battles and arenas and the HUD of these encounters.Working on new unique gameplay systems to ensure immersion during QuickTime events.

AAA UNNANOUNCED
Fantasy Narrative

























