Stéphanie Andrade

Game Designer

Game designer and programmer.
I have a BSc in Computer Science and professional experience in programming systems.
I studied Game Design at Futuregames Warsaw, where I was awarded the CD Projekt RED Scholarship.
Technical and system game design is my primary interest, I am versatile when it comes to work.
I love to participate in game jams and unleash my creativity.
I am a passionate gamer, with a particular love for deck building, racing, city management, and strategy games.


Portfolio


Released Games

Steven

Description

Game for Jame Gam #35"Steven" is about a little teen swan who is being chased by knights, as he is viewed as a strong enemy of the kingdom, a boss to be defeated.
You play as Steven having to kill the knights to be free.
You get experience points that increase your level and at the end of each level you can choose an upgrade that makes you faster, makes your neck longer, or unlocks a pickup.
Released on Steam after polishing. Play it now!!

Roles

  • Game Director

I coordinated the development process and lead the vision of the game.

  • Game Designer

I designed:
- Main character aim, attack movement.
- Two enemies ( melee attack and ranged attack).
- Boss enemy.
- Upgrade system: 20 upgrades that affect the player speed, range and pickups.
- Level
- UX/UI

  • Programmer

I did the implementation of the game in Godot 4.


Game Projects

Yori

Extreme zorbing

Harbingers of New Dawn


Yori

Description

Game project 1 in FuturegamesYori is an immersive, single player game set in a magical world of wizards and witches. Players explore the deserted halls of an eerie magical school through the eyes of sleepy Yori—the student who overslept and is trying to make it to class on time. Strategize to make your way past the spidery librarian while managing your stress meter. Collect books spread out around the map without getting caught. Can you make it to class in time?

Roles

  • Product Owner

As a product owner, I worked on listening to the team, organizing and distributing tasks, and making sure the communication between team members flowed.

  • Lead Designer

As a lead designer, I worked in creating detailed documentation for the game.
I created and developed mechanics and gameplay (movement, interactions, stress bar system) .
I also worked on the level design, UX/UI and audio design.

Project Background

  • Theme: Move slowly

  • 3 Weeks

  • 12 People

  • Made in Unity


Extreme Zorbing

Description

Game project 2 in FuturegamesExtreme Zorbing is a fun, fast-paced mobile game based on the real-life sport of zorbing, where you race down a hill in a giant plastic ball. Sound easy?Don’t forget about your competition! Maneuver around traps and obstacles, while avoiding being bumped off course by the other zorbers. In addition, there are people on the field. Rolling over anyone in the other teams' colors will give you a speed boost, but hitting one of your own will slow you down!

Roles

  • Project Manager

As a product owner, I worked on listening to the team, organizing and distributing tasks, and making sure the communication between team members flowed.

  • Game Designer

I worked on the design of the movement mechanics and gameplay.
I lead general direction of the game.

Project Background

  • Category: Extreme sport, mobile, coop.

  • 4 weeks

  • 16 People

  • Made in Unity


Harbingers of New Dawn

Description

Game project 3 in FuturegamesHarbingers of New Dawn is a 4-player co-op (LAN) spell-casting shooter game set in a magical world overruled by dark arcane magic. Enter together as agents of an ancient magical task force, charged with a find and retrieve mission for a long lost enchanted artefact.

Roles

  • System Designer

I designed the spell system, allowing the player to choose from four different spells, each with its own unique effect and impact on enemies.

  • Technical Designer

I worked on the design of the movement mechanics and overall gameplay.

  • Audio Designer

I implemented the sound effects and music for the game, creating all the necessary sounds as needed.

Project Background

  • Category: 4 Player Coop

  • 7 weeks

  • 15 People

  • Made in UE5


Game jams

Ostatnia Zemsta

Plantasite

Mirrored Fate


Ostatnia Zemsta

Description

Game Jam KULTURA W GRZE
3rd place Awarded
Ostatnia Zemsta centers around the story which takes place in of polish classic by Aleksander Fredro Zemsta. The focus is the three impossible tasks given by the character Klara to Papkin in order to secure her hand in marriage.

Roles

  • Game Designer

I worked on the design of mechanics and levels.
I did the narrative adaptation for the context of the game.
I designed the UX/UI.

  • C# Programmer

Implementation of the game features in unity.

Project Background

  • Theme: Zemsta by Aleksander Fredro

  • 48 hours

  • 4 People

  • Made in Unity


Plantasite

Description

Slavic Game Jam 2025
Theme: Symbiosys
Become the Plantaside (plant/parasite) that will corrupt and feed on a healthy, happy ecosystem.
Connect plant roots to other plants creating a network of resource suction.

Roles

  • Designed the main level, defining its layout, pacing, and overall player flow.

  • Developed and implemented core mechanics, including the plant-root connection system.

  • Created custom Unity shaders and materials to generate the colored root lines and ensure they updated dynamically during gameplay.

  • Balanced gameplay systems, adjusting values for difficulty, timing, and player feedback to create a smooth and engaging experience.

  • Integrated programmer scripts and artist assets within Unity, organizing the scene and ensuring all systems worked together cohesively.

Project Background

  • 48 hours

  • 5 People

  • Made in Unity


Mirrored Fate

Description

Edu Jam 2025
Theme: Reflection
Play as a laser-wielding knight who must strategically fire beams into a sequence of mirrors to unlock doors and defeat enemies. Solve each laser puzzle and open the doors before enemies overwhelm you.

Roles

  • I implemented the reflecting laser system, ensuring the beam accurately bounced off mirrors and activated door switches when aligned at the correct angles.

  • I developed the laser’s interaction with enemies, allowing it to damage and eliminate them on impact.

Project Background

  • 48 hours

  • 4 People

  • Made in Unreal Engine 5.6