Elaine Fiandra
 


 

FABLE

“What does it mean to be a Hero? Well, in the fairytale land of Albion, that is entirely up to you. With a dark threat looming, your choices will change Albion forever.”

I have worked as a Game Design Assistant at Playground Games, on the upcoming reboot of the Fable franchise.

 

 

LINE / DASH

Line/Dash is an Arcade-style Game / Multimedia Sculpture. The player has to "juggle" bullets, bouncing them across waves of enemies, in order to score the most points possible. The play is designed to procedurally generate intricate neon visuals and matching sounds, to create a hypnotic and engaging experience.

“Line/Dash is profoundly addictive. Its lines and blocks collide with a pleasing thud. The whole screen shakes. What starts as a black-and-white color scheme gradually expands to neon shades on alternating black-or-white backgrounds. The game rewards reflexes with linear tableaus.”
“Line / Dash is a rhythmic and hard game. While it may be really hard initially, give it time and you will discover a truly eye-catching and unique game!”
 

 

 MARIPOSA VALLEY

Mariposa Valley is a narrative adventure about a small-town shop clerk slowly uncovering the mystery behind the oddities of her town. It features a unique word-based puzzle system designed around the main narrative thread of the game: The sudden disappearance of words from people’s memories.

Mariposa Valley was developed as part of the Code Coven summer program. I participated as a game designer, collaborating with a team, and mentors, for eleven weeks in order to produce a demo.

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WHEN I SAID “IT’S OK TO BE CRINGE” I DIDN’T MEAN LIKE THAT

An open-world free-form adventure, inspired by the loose and opaque quest structure of games like Dark Souls.

When I Said “It’s Ok To Be Cringe I Didn’t Mean Like That” is the largest-scale project I’ve worked on as a solo developer.

 

 

A "game album" collecting nine abstract experimental games. Absolute Silence makes the games flow into each other, trying to create a cohesive experience, rather than have its mini-games exist in isolation.

“it’s supposed to be the mechanics rather than any audio that creates the flow. With that being the case, the album could be said to be a dreamy, contemplative series of stops and starts—sometimes exhausting, other times frenetic with energy before tapering off”
 

 

YOU’RE NOT ACTUALLY SUPPOSED TO DIE (AT THE TOURNAMENT OF DEATH)

A narrative game.

You’re Not Actually Supposed To Die (At The Tournament of Death) is a comedy about death, capitalism and existential dread.

 

 

SUPER MARIO MAKER 2 LEVELS

A selection of levels I designed through the “Maker” tools included in the Nintendo Switch game Super Mario Maker 2.

All the levels were developed and iterated through during the first couple of months when the game was released. Therefore only using the first set of tools included in the retail game. 

Each level showcased on this page includes a commentated playthrough explaining my design decisions during its design.

 


 
 
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SHORT GAME BOY-LIKE GAMES

A series of games dealing, in short form, with vaguely personal themes. They feature different takes on Game Boy aesthetics.

DATA.EXPAND

Data.Expand plays with design concepts very similar to Line / Dash. Mixing Arcade Action with the procedural generations of abstract visuals through play.

THE LEGEND OF MONSTERS

A retro-styled action game. The player has to alternate the limited movement patterns of NES-era enemy monsters to overcome traversal challenges.

ADVENTURES OF THE LOST SPACESHEEP
A surreal shoot-em-up game which requires the player to stop shooting to complete levels.

BRIGHTER

A simple mobile game which tries to harness the inherently pleasant kinaesthetics of "plate-spinning" mechanics.