Roya Taylor
SOLO-DEVELOPED INDIE GAME
ALL ROLES
The Cairnholm Tape
• All level designs based on historical research and architectural studies
• Immersive first-person story and dialogue relayed through interactive game world
• Distinctive PS1-era visuals and sound design to enhance horror
UNREAL ENGINE 5
PS1-STYLE FOUND-FOOTAGE HORROR
TEAM OF 10
LEVEL DESIGN | GAMEPLAY DESIGN
COSMIC CLASH
• Designed all gameplay mechanics within documentation
• Blocked out an arena level design with multiplayer focus
• Scripted environmental hazards and world events
• Created all front-end menus and HUD design
UNREAL ENGINE 5
MULTIPLAYER ARENA FIGHTER/BRAWLER
TEAM OF 20
LEVEL DESIGN | NARRATIVE DESIGN
GRAVEBOUND
• Scripted narrative dialogue system and wrote all dialogue in Twine
• Blocked out main village level design and designed game world, NPCs
• Crafted all cinematics using Unreal's sequencer tool
• Project Lead and Design Lead
UNREAL ENGINE 5
ACTION-ADVENTURE RPG
SOLO PROJECT
LEVEL DESIGN | MISSION DESIGN
FROM THE SOURCE
• Designed mission flow and pacing
• Blocked out level and scripted gameplay events
• Designed and scripted enemy encounters
• Narrative design and cinematic design
UNREAL ENGINE 5
FPS
Hey there - thanks for checking out my portfolio!My name is Roya (she/her) and I'm an English-Persian game developer from Sunderland, England. I specialise in the design discipline, with a focus on level design and narrative design roles. As a storyteller, I am immensely passionate about crafting detailed and immersive worlds for players to connect with. I love learning new skills, design philosophies and software, and I strive to go above and beyond in all areas of my work.After 5 years experience in games education, I hold a Level 3 National Extended Diploma in Games, Animation and VFX, and a Bachelor of Arts in Games Design from Teesside University. As of May 2025, I'm working as an Intern Game Designer at Chokepoint Creative, marking my first venture into the games industry.

REACH OUT
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FROM THE SOURCE
This was a university-assigned project. Our brief was to "produce a portfolio of work demonstrating your expertise in level design and the level production process via implementation of modelling, gameplay scripting, sounds, animation and VFX to a real-time game environment."
Our tutors provided us with a playable FPS prototype, 'Rebel-X', made in Unreal Engine. It had combat and enemy AI implemented with it, so we took these tools and used them to create a full playable mission of our own unique design.
My work here is largely inspired by the 'Half Life' series, as it is one of my favourite FPS games.
The Level Plan- The level is set in a robotics facility split into 3 floors- Each floor has an objective for the player and a unique combat encounter- I created top down visual layouts of each floor in a drawing software- These layouts were then iterated upon after engine implementation and playtesting



Floor 1- Consists of a reception, warehouse and cafeteria- Warehouses are typically large open spaces, so I used this to create a vertical combat experience- Large crates obscure the player's view around the corner, making encounters unpredictable- Verticality is introduced through the upper walkway only accessible by stairs- Enemies on the top level provide aerial threat to the player when they're on the bottom floor
Floor 2- Consists of a security division and engineering department- Designed to be a more concentrated space- Main combat is in the security division- A scripted sequence begins when the player enters, player cannot leave until all enemies are dead- Player is rewarded for exploration with a more powerful gun
Floor 3- Final floor, consists of materials lab, hazardous storage and global operations- Designed to be a more sprawling space with multiple smaller rooms to enter- Signs direct player to their objective, but door is locked- Next door room has a shotgun, indicating this floor focuses on short range encounters- 2 small encounters- Crawl into vent, find key, exit in another room
COSMIC CLASH
This was a university-assigned project. Our brief was to produce a functional game in multidisciplinary teams of 10.
Cosmic Clash is a 2-4 player arena brawler with a unique focus on the environment. Our main game mode involves each player starting out with a basic attack and dodge roll, then they can obtain powerful abilities by interacting with visual cues in the environment. Additionally, the environment also has dangerous hazards and world events that pose a threat to all players.
Features functioning couch co-op and LAN modes.

The Rift- The idea behind The Rift is that it is an industrial factory with burst water treatment pipes, overgrown with alien foliage- I wanted it to have a unique gimmick to set it apart from the other 2 levels, so I landed on splitting the arena down the middle- Raised platforms accessible by stairs creates verticality and breaks up the area- Placement of the spike trap separates the top and bottom of the play space- Yellow ability spawner placement mirrored to ensure a balanced map, not having one side be more feature-heavy than the other