Longread translated automatically
big

ABOUT ME

Designing gameplay, spaces, and systems.

I am a junior game and level designer with experience in game production. I am interested in creating gameplay experiences through mechanics, environmental design, and player interaction.

I focus on transforming ideas into clear design solutions—from developing gameplay concepts and structuring levels to shaping the game’s world and documenting design decisions. I also handle production responsibilities: building teams, coordinating workflows, organizing tasks, and helping move projects from concept to development.

I am looking to collaborate with game development teams where I can contribute 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 controls Viktor, an employee of the corporation AXIOM Solutions, who returns to his hometown to investigate the illegal prosthetics trade.As the investigation progresses, Viktor explores familiar places that have transformed over time, searches for clues, interacts with local residents, and must decide whether to abide by corporate guidelines.

0
1/3

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.

Original size 3500x2452

location concept

CORE MECHANIC


MEMOIR

Seeing 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.

Original size 3177x1819

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.

Original size 2776x1562

location concept

WORLD & LEVEL DESIGN

Fayside is a former seaside resort that has fallen into decline following the closure of its port and a neurotechnology research facility.Its environment merges 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 prioritizes exploration and environmental storytelling. Familiar places can reveal new information when viewed through Viktor’s memories, encouraging players to examine their surroundings more closely.

Original size 2917x1642

location concept

Original size 1560x877

Example

DESIGN PRINCIPLES

Every element should enhance 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 must reflect Viktor’s abilities and limitations. He is an investigator, not a trained combat specialist.

Original size 2797x1370

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 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 integrates into exploration, and how the main gameplay systems function together.

MY CONTRIBUTION

I was involved in the project from its initial concept through the development of its core design. My responsibilities included:

— Concept Development — defining the game’s concept, 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 methods of delivering information within the game world. — Team Building & Coordination — assembling the development team, assigning responsibilities, and organizing the team’s workflow.

I played a role in both shaping the creative direction of Afterimage and coordinating the individuals working on it.

NEXT STEPS

The next stage of Afterimage’s development involves expanding the team, securing 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 Production

TG: @sinisterkidd

ANNA FROLOVA GAME DESIGN / LEVEL DESIGN PORTFOLIO
Project created at 30.10.2026
Igor Gurovich, Enjoy The Process Carpet, 2025
От 50 000 ₽
Интерьерный постер с вашей датой
От 940 ₽
Модульный кофейный столик «The table totema»
60 000 ₽
WAM № 11 / 11,5 Журнал «World Art Музей»
2 000 ₽
Noor. Mozart. 2025
От 987 ₽
Ника Хахаева, Открытка «С нг!», 2026
65 000 ₽
Акрил рефилл | 100 мл | 2 цвета
От 790 ₽
«ART» 2025 № 4
От 8 750 ₽
Праздничный ракетоносец
От 940 ₽
Подвесной светильник «YOLKINS»
8 000 ₽
Yuri Gordon, Silence of Presence Carpet, 2025
100 000 ₽
White Metal Tiger
От 940 ₽
Фруктница «The bowl fruity»
9 000 ₽
АRТ № 9. 25 лет журналу WAM
8 750 ₽
Думаю о тебе
От 940 ₽
Ольга Селезнева, «Перекресток на Вознесенском», 2026
110 000 ₽
The Foxes
От 940 ₽
Igor Gurovich, Art Is Hard Carpet, 2025
50 000 ₽
Alla Pugacheva
От 1 175 ₽
«ART» 2025 № 7
8 750 ₽
Igor Gurovich, Enjoy The Process Carpet, 2025
От 50 000 ₽
Интерьерный постер с вашей датой
От 940 ₽
Модульный кофейный столик «The table totema»
60 000 ₽
WAM № 11 / 11,5 Журнал «World Art Музей»
2 000 ₽
Noor. Mozart. 2025
От 987 ₽
Ника Хахаева, Открытка «С нг!», 2026
65 000 ₽
Акрил рефилл | 100 мл | 2 цвета
От 790 ₽
«ART» 2025 № 4
От 8 750 ₽
Праздничный ракетоносец
От 940 ₽
Подвесной светильник «YOLKINS»
8 000 ₽
Yuri Gordon, Silence of Presence Carpet, 2025
100 000 ₽
White Metal Tiger
От 940 ₽
Фруктница «The bowl fruity»
9 000 ₽
АRТ № 9. 25 лет журналу WAM
8 750 ₽
Думаю о тебе
От 940 ₽
Ольга Селезнева, «Перекресток на Вознесенском», 2026
110 000 ₽
The Foxes
От 940 ₽
Igor Gurovich, Art Is Hard Carpet, 2025
50 000 ₽
Alla Pugacheva
От 1 175 ₽
«ART» 2025 № 7
8 750 ₽
Igor Gurovich, Enjoy The Process Carpet, 2025
От 50 000 ₽
Интерьерный постер с вашей датой
От 940 ₽
Модульный кофейный столик «The table totema»
60 000 ₽
WAM № 11 / 11,5 Журнал «World Art Музей»
2 000 ₽
Noor. Mozart. 2025
От 987 ₽
Ника Хахаева, Открытка «С нг!», 2026
65 000 ₽
Акрил рефилл | 100 мл | 2 цвета
От 790 ₽
«ART» 2025 № 4
От 8 750 ₽
Праздничный ракетоносец
От 940 ₽
Подвесной светильник «YOLKINS»
8 000 ₽
Yuri Gordon, Silence of Presence Carpet, 2025
100 000 ₽
White Metal Tiger
От 940 ₽
Фруктница «The bowl fruity»
9 000 ₽
АRТ № 9. 25 лет журналу WAM
8 750 ₽
Думаю о тебе
От 940 ₽
Ольга Селезнева, «Перекресток на Вознесенском», 2026
110 000 ₽
The Foxes
От 940 ₽
Igor Gurovich, Art Is Hard Carpet, 2025
50 000 ₽
Alla Pugacheva
От 1 175 ₽
«ART» 2025 № 7
8 750 ₽
We use cookies to improve the operation of the website and to enhance its usability. More detailed information on the use of cookies can be fo...
Show more