Danielle
Goldman

User advocate. Empathy-driven game and UX designer.
check out these games I made
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Work Simulator 2089

Implementation Notes

  • Created using only basic HTML, CSS, and JavaScript.
  • Responsive, mobile friendly, keyboard friendly, accessibility was a priority.
  • Every element is interactive and responds to hovers and clicks.

Design Notes

  • Designed to feel overwhelming and make one reflect on the futility of meaningless work.
  • If this was "real work" from a "real giant corporation," would it be made boring and shoddily? Or filled with micro-interactions and juice to try to be engaging as possible? I went with the latter, though the former would've been easier.
  • The correct matches subtly get easier to recognize, while the rounds get slightly faster, the farther along you get. The intention was to draw the player into a flow state, and subtly make them feel like they're gaining mastery, like the characters are really "speaking" to them.
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Draco's Kingdom Climb

Implementation Notes

  • Built using Godot, main character art and alternate bee art done in Aseprite, music composed in Maschine, and sound effects using Audacity.
  • Live online leaderboards with the LootLocker API.
  • Fun, fast, and fluid platforming controls built from scratch.
  • Fully featured in terms of options and accessibility features.

Design Notes

  • Created originally for the ScoreSpace SpeedJam with the theme "ascend." The theme was incorporated with a lot of focus on wall jumping and subtly gaining height as you go - every level ultimately ends higher than it begins.
  • Goal was to capture my memory of the feeling of blasting through certain Donkey Kong Country levels at full speed, where the enemies are placed perfectly to just bounce along them and gain some incredible speed and feel amazing. This tension with the "ascend" theme I think made for a more interesting game.
  • Designed from the ground up with speed running in mind - menus are quick, there's both in level and total game timers, and any% and 100% categories to speed run.
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Enhanceomancer

Implementation Notes

  • Created using Unity, and Aseprite, in three days.
  • Overall winner in 2022 GoedWare Jam #3.
  • Built on top of More Mountain's Top Down Engine, with an attribute system built into most actions.

Design Notes

  • The theme of the jam was "enhance," maybe was a little too on the nose. The idea of each choice offering both a bonus to the player and the enemy was something I had never seen, making every decision an interesting tradeoff.
  • Designed in conversation with the roguelike genre at the time, which I felt didn't give players interesting decisions frequently enough. A higher reward pacing ended up blowing up in popularity that year with Vampire Survivors and Brotato.
  • Coming off the "Juice Jam" I had done immediately before this, I focused on making it as juicy as possible, perhaps pushing the limit of good taste.
  • The enemies attempt to have somewhat intelligent AI, though it didn't successfully get implemented.

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Dead Weight

Implementation Notes

  • Built using Godot / Inkscape / Maschine / Audacity.
  • Won both best art and best sound in GeodWare Jam #9.
  • Zero gravity physics "platformer" Metroidvania with three unlockable abilities.
  • Features over a dozen shaders written in GLSL.

Design Notes

  • The theme of the jam was "broken physics." Controlling two characters tethered together in a zero gravity situation seemed unique and fun. The idea was born of playing as both a human and their autonomous life support/water tank robot tethered by an oxygen rope.
  • The human character is faceless and unconscious, while the robot is expressive and initially the actual character the player controls, inverting typical assumptions.
  • Mechanically, both characters have abilities that are essential to survival, careful attention was paid to ensure both felt like equal parts of the team.
See other project breakdowns on extra.daniellegoldman.info! Visit ephemerald.itch.io to play more!
My History

Ephemerald Games

https://ephemerald.itch.io
Freelance Game Developer
2021 - Present

Completed 11 game jams, winning awards in 4 of them.

Mentored and advised dozens of students, offering actionable feedback and advice.

Created multiple polished, feature complete games.

Meta (Unit 2 Games)

Independent Contractor (Systems Designer)
Feb. 2022 - Nov. 2022

Created 7 systems, 3 of which won awards, for the user-generated content game Crayta.

  • Goal Oriented Action Planning AI with real time object avoidance.
  • Fully featured Dark Souls style combat system.
  • Audio randomization and playback engine.
  • Random dungeon generator.
  • Particle engine with object pooling.
  • Customizable FABRIK style inverse kinematics.
  • A complete 2D game engine written in Unreal 4 Gameface plugin (using HTML/CSS/JavaScript).


Collaborated with an international team to win the Crayta MegaJam with a game about mental health.


Wrote a comprehensive thirty-page game design document for a proposed multiplayer FPS with PvP and PvE elements.

Dungeon Master

Freelance
July 2018 - Present

Ran over 200 Dungeons and Dragons sessions, creating unique combat encounters for each of them.

Iteratively improved combat system based on feedback, increasing session satisfaction to a nearly perfect rating.

Designed a role-playing game with an innovative combat system.

Designed a Magic: the Gathering and MOBA inspired tabletop combat game, with a deep, interactive combat system and twelve unique characters, and submitted to a game design contest with a complete rulebook.

Orchestral Bassoonist

Freelance / Various Symphonies
Sep. 2011 - Dec. 2021

Performed with top-tier orchestras, including the Oregon Symphony and Portland Ballet Orchestra, honing communication and constructive feedback skills in high-stress environments.

Spent hours a day "bug fixing" my playing, analyzing where the weaknesses in my performance were and coming up with hand tailored solutions to them.

Honorable Mentions & Awards

2023

Best Art, Best Sound
GoedWare Jam #9

2022

Overall Winner
GoedWare Jam #3

2022

Overall Winner
Crayta Mega Jam

2022

Honorable Mention
Crayta Duality Jam

My education

Master of Music in Bassoon Performance

State University of New York at Stony Brook
Stony Brook, New York

Bachelor of Music in Bassoon Performance, Minor in Japanese

Portland State University
Portland, Oregon
Testimonials

Lovely UX ... I'm so here for this kind of humour ... This is a really great entry and you should be proud of it.

AJ
Unit 2 Games

It's so addictive, like that little part of my brain is like "I've got to spend all the time I can in here."

Russ
Unit 2 Games

We only have two words for this game: "more please!"

Crayta Team
Unit 2 Games

Awesome game, love the style, smooth animations and the really clean mechanics for jumping, wall jumping, sliding, and the rest. Liked the look and layout of the levels as well, really nice job!

skykone
Indie Developer

I love how zipping around feels!

CatIcedTea
Indie Developer

I actually really love this game, cool art style, really fun concept and idea I love that you have to pick a buff and accept a debuff.

Luke
Indie Developer