GAME DESIGNER
SKILLS
I have a deep passion for creativity and the amazing world of Game Design!
I began with the Bubblebath engine, where I spent my spare time learning 3D spatial thinking and customizing free community assets to explore design principles. I love experimenting with composition, shape language, lighting, color theory, sound design, and camera staging to create dynamic environments. This hands-on exploration inspired me to pursue game design professionally
Game Development
Collaboration
Sound Design
Graphic Design
Programming: C#
VFX / Shader Graphs
UV Mapping / Surfacing
3D Modeling
Conestoga College
Diploma In Game Design
EDUCATION
LEX VALENTINE
SKILLS
GAME DESIGNER
EDUCATION
Conestoga College
Diploma In Game Design
Game Development
Collaboration
Sound Design
Graphic Design
Programming: C#
VFX / Shader Graphs
U.I.
UV Mapping / Surfacing
3D Modeling
I have a deep passion for creativity and the amazing world of Game Design!
I began with the Bubblebath engine, where I spent my spare time learning 3D spatial thinking and customizing free community assets to explore design principles. I love experimenting with composition, shape language, lighting, color theory, sound design, and camera staging to create dynamic environments. This hands-on exploration inspired me to pursue game design professionally

SOFTWARE EXPERIENCE
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JIRA
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UNITY
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VISUAL STUDIO
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AUDITION
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PHOTOSHOP
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PREMIER
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MATERIALIZE
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MAYA
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SUBSTANCE PAINTER
ENVIRONMENT
VALENTINE MANSION

Project Type: Personal
Engine Used: BubbleBath
About:
This project was one of my initial serious undertakings in which I wanted to build my own virtual dream house, combining my love for Baroque art with my favorite color, Pink, to try visually conveying my personal design ideas. Given the niche nature of the architectural and artistic style I wanted to implement, I had to come up with a creative combination of techniques and tools available to address my technical artistic limitations. This approach allowed me to achieve the desired visual weight and harmony of the floral gilding throughout the space, while maintaining fair rendering optimization for the scene size.
GARDEN OF JOY

Project Type: Personal
Engine Used: BubbleBath
About:
Originally intended to be the courtyard for Valentine Mansion, this scene gradually evolved into a standalone concept. Inspired by the historical relationship between the Victorian era, gardens, hidden poisons and decay, I thought it would be cool to explore some virtual landscaping as someone who personally loves to garden. My idea was to curate a fusion of Victorian and Greco-Roman shape language that was still distinctly gothic. The garden is veiled in a perpetual gloom of hallucinogenic pollen, and in context, serves as what people of the Victorian Era might have considered a place of spiritual or divine experience. I incorporated assets of real toxic plants such as Brugmansia, Datura, Daffodil, and Hemlock.
OBZHYNKI SHRINE

Project Type: Personal
Engine Used: BubbleBath
About:
I wanted to design a haunted shrine of some kind, testing several styles to develop the general theme, then I came across the traditional blue cottages and Orthodox wooden churches of Russia. This led me to research the charming cultural art style, which I thought would merge well with my own interpretation of Slavic paganism. The design features a tall stave tower exterior set in the Siberian wilderness under a blood moon. The interior is decorated with golden chimes, lace, traditional woodwork, folk art and a custom chalk sigil of the Slavic goddess Lada, who represents protection from evil. The inner sanctum contains the beating heart of a dead god, surrounded by precious offerings and fragrant wild roses to try to capture the beauty and mystique of Eastern European superstition.
MONASTERY OF ST. FAUSTA

Project Type: Personal
Engine Used: BubbleBath
About:
During a replay of Dark Souls, I was intrigued by the design of the Undead Parish bridge but thought the unique yet small area deserved more appreciation. The elevated walkway suspended above a tall forest and the nearby bellfry tower prompted me to create my own interpretation, drawing more from Norman English castle architecture in contrast to a cathedral setting. I tried to utilize the golden hour phenomenon to appropriately reflect an ambience to honor St. Fausta of Cyzicus, a historical figure who faced persecution. To symbolize said history, I included a torture rack in front of the altar for added environmental storytelling. The sun shines symbolically on the altar to support the theme of warmth, peace and serenity.
THE JOLLY ROGER

Project Type: Academic / Personal
Engine Used: BubbleBath
About:
In my first semester of Game Design we were tasked with creating a Game Design Document along with a trailer for proof of concept, allowing full creative freedom in the advertisement portion. I chose a pirate theme which isn’t something I would usually pick and that posed significant delays with brainstorming. I tried playing up the alluring sound of “The 7 Seas” by including assets like fine porcelains, traditional Samurai armor, and Egyptian relics. I designed five simple custom golden coin sculpts, including stacks and discoid shapes to bridge rendering issues for displaying many small objects. I chose a pale blue moonlight to compliment the warm yellow ambient lighting inside the cabin to create dramatic contrast. I continued work on the scene post-assignment for a higher final polish.
THE ANNEX

Project Type: Personal
Engine Used: BubbleBath
About:
Inspired by a historical program on cultural heritage, I was very intrigued by the Klementinum Library in Prague. The spiral wooden pillars caught my attention, ultimately convincing myself to try to replicate the feeling of old warm woods and off-white marble tones in this project. To address artistic challenges, I decided to incorporate a Da Vinci-inspired mechanism animated with keyframes, which opens the roof to unveil a hidden upper level, maximizing vertical space in place of fresco ceilings. I thought the colour palette would benefit from an open window to allow summer air and sounds of nature into the space to complete the dreamy ambience.
HOUSE OF DEATH

Project Type: Personal
Engine Used: BubbleBath
About:
I am death-obsessed and wanted to try creating a cemetery/catacomb-themed environment inspired by elements from the Shadow Temple in Ocarina of Time, Guillermo del Toro's fascination with small doorways, and the atmosphere of a certain nightmare I had as a kid. For environmental storytelling, I tried to design elegant 17th-century memento-mori stone work that fits the overall theme, and add another dimension of intrigue to the project. I relied heavily on harsh sounds of stone slabs, shrill whirring blades and loud abrupt contraptions, to overwhelm the senses and convey the dread of feeling trapped deep beneath the earth.
SAMHAIN

Project Type: Personal
Engine Used: BubbleBath
About:
After revisiting a few games featuring stalker AI gameplay, I got the idea to try translating a 2D character from my first semester of game design into a 3D proof of concept. The character, named “Hallowed Eve,” embodies the spirit of Halloween as an emaciated female figure with a rotten pumpkin for a head. I sourced a suitable puppet base, scaled the proportions, and utilized sculpting and painting tools to alter a pumpkin asset and recreate the gory details. I began planning the design of the farm environment to appropriately reflect the characters visuals and origin context. I developed and implemented a player controller with custom mechanics and flashlight functionality, then began experimenting with event orchestration and simple trigger animations to create the sensation of being stalked.
THE COMPLEX

Project Type: Personal
Engine Used: BubbleBath
About:
In designing my own interpretation of "The Complex," I wanted to expand upon the popular open-ended storytelling of the backrooms. Designing an original floorplan without the use of procedural generation was labor intensive, while trying to maintain the visuals faithfully, particularly the post-it-note yellow wallpaper, proved difficult due to slight colour grading differences between device monitors. I attempted to include all classic elements of the backrooms phenomenon, like mold, pitfalls confusing layouts, dirty carpets and harsh fluorescent lighting. I recreated a handful of iconic room shots from original backrooms videos on the internet, and designed original continuations of pathways that were shown, but never explored by the main protagonist.
GRANDMOTHER'S HOUSE

Project Type: Personal
Engine Used: BubbleBath
About:
A completely original backrooms level of my own design, based off of childhood memories of my grandparent's house built in the early 90's, combined with a trip to a very unusual thrift store that operated out of an elderly ladies basement called "Mrs. Applebees". I decided to try and translate the unconventional charm of the decor into a single visual representation using the scaling and proportion rules of liminal spaces, to see if I could recapture the original essence of the experience from memory and implement it as a fully realized concept.
THE PARTY ROOM

Project Type: Personal
Engine Used: BubbleBath
About:
My interpretation of the iconic "Level Fun" party room maintains the vibrant, playful aesthetic designed to attract children. This birthday environment features colorful decorations, pizza, and cake. Children are ensnared by the entities that dwell here, known as Partygoers, who bake them into birthday cakes and offer them to the next victim as treats. To personalize this level, I lowered the ceiling to emphasize that this place is intended for smaller beings. I incorporated painted white brick wall textures reminiscent of my elementary school hallways, creating an appropriately out-of-place feel. Additionally, I designed miniature diorama-like rooms filled with children's playsets that have windows but no doors, symbolizing the Partygoers' ability to teleport and use these spaces as holding pens for their victims.
SUBURBIA

Project Type: Personal
Engine Used: Bubblebath
About:
The second original backrooms level of my own design, inspired by personal memories of visiting friends' houses during the summer in the 2000s. These homes were often newly built in the nicer area of town, complete with finished basements that seemed to all have a distinct color scheme of light blue walls, beige carpet, and white trim. I wanted to channel the feeling of accidentally wandering into forbidden rooms, so this level is constructed to resemble a distorted suburban house interior, with walkways overlooking gaping holes in the floor, all lined with carpeting that stretches endlessly downward. The white noise of old air conditioning reverberates throughout the area for calming contrast against the senseless architecture.
GAMES
DESCENSUM
Project Type: Academic
Engine Used: Unity
Role: Individual
About:
Final programming project for the predefined theme "Card Apocalypse". The Devil offers the damned a last chance for salvation through a high-stakes Tarot card game. It includes a gallery, a short prologue, and a custom GDD developed by me.
* Undergoing further development.
INVOKE
Project Type: Academic
Engine Used: Unity
Role: Individual
About:
A 2D puzzle game developed for a weekly sprint with the predefined themed of "3". This game emphasizes careful observation and critical thinking, challenging players to solve an Angel rune puzzle in an enchanting alchemical setting.
LIBRA
Project Type: Academic
Engine Used: Unity
Role: Individual
About:
A solo programming project with the predefined theme of "Indirect Interaction." Players release pulses of light to collect seven wishes. The game emphasizes mental health with an Esoteric theme.
THE BACKROOMS
Project Type: Personal
Engine Used: BubbleBath
Role: Individual
About:
Starting out as a Liminal Space study, over a year and a half I developed this personal exercise into a four-level ambient Backrooms experience. Complete with custom character controller & mechanics, animations, and digital camera function
-Approx. 1 hour of exploration.
A GAME ABOUT NOTHING
Project Type: Academic
Engine Used: Unity
Role: Sound Designer
About:
Collaborating with a 9-member team on a 7-month capstone project, I developed audio for ambient soundscapes, character movement, collectibles, UI feedback, and background dialogue foley, all centered around a ghostly specter in a post-apocalyptic world.
VIRAL
Project Type: Academic
Engine Used: Unity
Role: Individual
About:
A solo programming project with the predefined theme of "Eat and Grow." Players are tasked with keeping an unstable subject alive in a petri dish by managing its nutrition and navigating viral exposure cycles.
PRINCESS DREAM
Project Type: Academic
Engine Used: Unity
Role: Individual
About:
Final assignment for level 1 programming. 2D platformer inspired by Zelda and Princess Barbie. Navigate a vibrant, surreal landscape to escape Princess Dream's lucid nightmare!
SHADERS




VFX
STATUS EFFECTS
Project Type: Academic
Engine Used: Unity - VFX Graphs - Composite Particle System
Role: Individual
About:
For this VFX assignment, each individual was assigned a game and tasked with creating two composite status effects to fit within that game's world. I was assigned Journey and chose Healing and Wither as my effects.
Healing:
The Healing effect uses bright pastel yellows and glowing white to symbolize restoration. Light and particles radiate upward, representing gradual vitality restoration. Rune samples from in-game and ethereal sounds like wind chimes reinforce the moon’s serene, protective power.
Wither:
The Wither effect uses black and red, with red particles fading to black to symbolize decay. The slow particle movement reflects the gradual loss of vitality. The design features a spinning portal with dark smoke and a gothic-inspired ring, accompanied by metallic chimes and unsettling vocalizations.
MOVIE-TO-GAME
Project Type: Academic
Engine Used: Unity - VFX Graphs - Flipbook Animation
Role: Individual
About:
For this assignment a movie was randomly assigned and the task was to use flipbook animations to design fictional game effects. I was assigned Scott Pilgrim vs. The World and chose Ramona Flowers to reflect her character traits for an arcade style fighter using film references.
Parry - Heartbreaker:
Heartbreaker reflects Ramona’s emotional defense, emphasizing precision and timing in the counter move. The color shift from blue/pink to red upon just frame symbolizes vulnerability turning into strength. This move highlights her assertiveness by rewarding skilled execution.
Taunt - Cherry Bomb:
Embodies Ramona's self-confidence, with the pink explosion channeling her seductive allure. A temporary buff that alters her stats and introduces character gender dynamics in combat.
REDUX
Project Type: Academic
Engine Used: Unity - VFX Graphs - Flipbook Animation
Role: Individual
About:
Tasked with reimagining our capstone project in a different genre, I designed 2 mechanic concepts and their accompanying VFX for our ghostly protagonist in a stealth game setting. Inspired by Victorian spiritualism they focus on environmental interaction and traversal.
Séance - Environmental Interaction
A portal of black smoke tendrils with an ominous purple eye enables players to open a rift and traverse the spiritual realm. Inspired by Victorian mediumship and Metroid Prime 2: Echoes' Dark Aether.
The Haunting - Traversal
Opens a temporal channel through the spirit realm, manifesting as an ethereal black vortex that exudes ectoplasm. This allows for long-range traversal and obstacle navigation, inspired by the phenomenon of ghostly apparition and Dishonored's Blink mechanic.
U.I.
ELEGY




Project Type: Academic
Software Used: Figma - Photoshop
Platform: PC - Console
About:
This UX design concept, centered around dragons, features a fantasy-quest game where players seek melodies to exorcise evil using magical instruments. Drawing from 15th-century aesthetics, the design incorporates illuminated details, Gothic typography, and Medieval imagery.
THE LAST OF US




Project Type: Academic
Software Used: Figma - Photoshop
Platform: Mobile
About:
For this assignment, we were tasked with designing a mobile menu for The Last of Us. I focused on creating a concise, user-friendly interface, leveraging the game’s existing art to enhance the overall presentation. My design aimed to offer intuitive navigation while maintaining visual cohesion that would be expected from Naughty Dog.
PANTHEON




Project Type: Academic
Software Used: Figma - Photoshop
Platform: PC - Console
About:
For this project, I developed a mockup based on a stylized battle royale-style game featuring the descendants of Greek gods and goddesses. The goal was to design a user interface that captures the mythological theme while ensuring a clean, intuitive, and engaging experience for players.