
ABOUT ME
Designing gameplay, spaces, and systems.
I’m a junior game designer and level designer with experience in game production. I’m interested in creating gameplay experiences through mechanics, environmental design, and player interaction.I focus on turning ideas into clear design solutions — from developing gameplay concepts and structuring levels to shaping the game’s world and documenting design decisions. I also take on production responsibilities: building teams, coordinating workflows, organizing tasks, and helping move projects from concept to development.I’m looking to collaborate with game development teams where I can contribute both creatively and organizationally while continuing to grow as a game designer and producer.
SELECTED PROJECT
GAME DESIGN/LEVEL DESIGN CASE
AFTERIMAGE Isometric Story-Driven Adventure Stealth ExplorationAfterimage is an isometric adventure set in a near-future coastal city in decline. The player takes the role of Viktor, an employee of the corporation AXIOM Solutions, who returns to his hometown to investigate the illegal prosthetics trade.As the investigation unfolds, Viktor explores familiar places that have changed over time, searches for clues, interacts with local residents, and decides whether to follow corporate rules.
location references
THE DESIGN CHALLENGE
How can memories become part of gameplay?
The central design challenge was to make the protagonist’s memories more than a storytelling device.They needed to become an interactive tool that changes how the player explores locations, discovers information, and approaches obstacles.This idea became the foundation of Afterimage’s main mechanic.
location concept
CORE MECHANIC
MEMOIRSeeing the past in the present. Viktor uses a neural implant called Memoir to project his memories onto the surrounding environment.The player can switch between the present and Viktor’s recollections, comparing familiar locations in two different states. Changes in the environment reveal hidden details, forgotten objects, and alternative routes.However, memories are subjective. They reflect Viktor’s personal perception of the past rather than an objective record of events.Memoir connects exploration, environmental storytelling, and gameplay problem-solving in one mechanic.
GAMEPLAY
Observe. Investigate. Find another way.
The gameplay combines three main activities:Exploration Study locations, search for objects and clues, and discover details hidden in the environment.Stealth Avoid direct confrontation, distract enemies with surrounding objects, and use alternative routes to move through dangerous areas.Investigation Talk to local residents, collect information, and complete requests to uncover new leads.The player progresses by paying attention to the environment and choosing how to approach each situation.
location concept
WORLD & LEVEL DESIGN
Fayside is a former seaside resort that has fallen into decline after the closure of its port and a neurotechnology research facility.Its environment combines outdated buildings, abandoned infrastructure, and newer technological elements. The contrast between the city’s past and present is reflected in its architecture, objects, and locations.The level design focuses on exploration and environmental storytelling. Familiar places can reveal new information when viewed through Viktor’s memories, encouraging players to examine their surroundings more carefully.
location concept
Example
DESIGN PRINCIPLES
Every mechanic should support the experience.
Memory as a gameplay tool The Memoir implant must provide useful information and create opportunities for solving gameplay challenges.Environment as a source of information Locations, objects, and visual details should help players understand the world without relying entirely on dialogue.Stealth through interaction Players should be able to use the environment, distractions, and alternative routes to avoid danger.Gameplay connected to character The available actions should reflect Viktor’s abilities and limitations. He is an investigator, not a trained combat specialist.
EXPECTED OUTCOME
From concept to playable prototype.
The next development milestone is a prototype that demonstrates the key features of Afterimage:— Isometric location exploration. — Switching between the present and remembered environments. — Stealth and environmental interactions. — Investigation and communication with NPCs.The prototype will help evaluate how clearly the Memoir mechanic communicates information, how naturally it fits into exploration, and how the main gameplay systems work together.
MY CONTRIBUTION
I took part in the project from its initial concept to the development of its core design. My responsibilities included:— Concept Development — defining the game concept, its setting, core idea, and overall direction. — Game Design — developing gameplay mechanics and shaping the core gameplay experience. — Level Design — designing locations, exploration flow, and player interactions with the environment. — Narrative Design — developing the story, characters, and ways of delivering information through the game world. — Team Building & Coordination — assembling the development team, distributing responsibilities, and organizing the team’s workflow.I was involved in both shaping the creative direction of Afterimage and coordinating the people working on it.
NEXT STEPS
The next stage of Afterimage’s development involves expanding the team, finding an investor, and gathering feedback from players and industry professionals.Testing the prototype will help identify design issues, improve the core mechanics, and define the direction for further development.
LET’S WORK TOGETHER
Interested in building thoughtful gameplay experiences? I’m open to junior game design and level design opportunities, collaborations, and new projects.ANNA FROLOVA Game Design · Level Design · Game ProductionTG: @sinisterkidd






