Chloe Elford

· Game Designer · London based ·

I'm a game designer who loves to create and discover new worlds within games. Since I am an only child, I have always created and played within my own worlds. Now I get to bring those characters and environments to life through games... I also really like food, reading fantasy novels and hiking.

Check out my CV here

My Portfolio

Video Games
  • Ticket to Ride
    • Title:

      Junior Game Designer
    • Duration:

      Full Development Cycle Experience
    • Genre:

      Semi-Casual, Digital Board Game
    • What was my role?

      • Ideation and Research (Genre, Themes, Target Audience).
      • Critical analysis of the digital predeccesor.
      • Present and communicate ideas and designs to the team, other disciplines and to the CEOs.
      • Designed the matchmaking system and worked alongside the UX and UI designers to create a
        seamless, user-friendly system while maintaining the Marmalade brand identity.
      • Designed the Meta Game system, including the retention mechanics, balancing, narrative
        design and collaborating with the Writer.
      • Game Design Document writing and updating.
      • AI design. Assisted the Creative Director in designing the AI and working alongside a programmer, giving feedback to aid development.
      • FTUE and Tutorial Design. Researching the best onboarding processes.
      • I worked on localisation alongside the programmers, ensuring all text in the game is translated.
      • SFX. Working with a Sound Producer was an iteractive process where I provided feedback and ensured the sounds were well themed and prioritised actions and events correctly.
      • Playtesting, providing feedback and working with the QA team to fix bugs.
  • MouseTrap
    • Title:

      Junior Game Designer
    • Duration:

      Full Half Development Cycle Experience, Middle to End.
    • Genre:

      Family Friendly Digital Board Game
    • What was my role?

      • Collaborated with the 2D and 3D artists to brainstorm and design fun mouse outfits and accessories.
      • Assisted with playtesting and feedback, up to and after release.
      • Designed and created logic flows for programmers to help with the understanding and implementation of complex events.
      • SFX Design. I worked with a producer, sound designer and programmer to help design and implement the sounds using Perforce.
      • Localisation.
  • NANO

    View the game design document

    NANO is a cyber-style puzzle platformer, made in collaboration with another game design student as part of my final project for my degree. This project was presented at the UAL LCC Showcase, 2022.
    The original inspiration is from a novel written by Brandon Sanderson, of whom I am a big fan, where the protoganist is able to push and pull on objects with her mind. I thought this would be a very cool game mechanic and so my teammate and I sat down and brainstormed this idea.
    We gained a lot of level design skills while developing this game. We also carried out a large amount of game testing with a range of different types and ages of players (including my 70-year-old gamer grandpa).

  • Holy Bob

    View the game design document

    HOLY BOB is a platformer focusing on Bob, a spirit who is trying to escape hell. He must use his spirit essence to climb out, while also avoiding the evil, dangerous guards of the underworld.
    This project was made in collaboration with one other game designer and two artists/animators. The setting was based on the style of one of our artists and we gained inspiration from his previous work.

  • The Librarian

    View the game design document

    Made by a group of four game designers, we wanted to represent the hectic nature of a Librarian's job. In The Librarian, the player must maintain a peaceful atmosphere by "shushing" all the guests while putting all the books away.
    My role was to design and program the noise level mechanic, the timer, the hitboxes and to help with the game's overall design.

  • Don't Do Drugs

    Play the game here

    Don't Do Drugs is a satirical shoot-em-up game, where the player is helping their halucinating drugged-up friend, Jerry, not be killed by all the zombies. The player must maintain Jerry's hunger, thirst and health by providing him with more drugs (which definitely makes sense).
    This was a solo project where I did the design, programming and learnt how to use photoshop in order to create the art.

  • Over The Hills

    View the game design document

    Submitted as part of Global Game Jam 2021, Over The Hills was a solo project created within two days during the pandemic.
    I wanted to challenge myself with a solo project after just developing two games as part of teams. For this, my goal was to design a simple but effective game. I enjoyed playing around with the 2D lighting feature in Unity as well as learning to create 2D vector art in Photoshop.

Play all my games on my itch.io page


GDD / NDD


other things

Projects & courses
  • Design, debug and build cross platform games in Unity
  • Participated in Global Game Jams 2020, 21 & 22
  • Set up and run live streams using OBS
  • Global Campus Studio: Collaborate with Toronto University students to design an app as part of an optional extracurricular project
    My focused was on the User Experience, Website Layout and Road Map creation.
  • 3D true representative models of a London Bus Stop before and after a natural disaster
  • Game Dev London Podcast: Studying Game Design
  • Read my thesis which looks into how games can increase mental health awareness and improve treatment
  • Read the 2023 International Women's Day article from Marmalade Game Studio.
  • Website Design and Development

Contact

  • Email Me