Danielle
Goldman
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.
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.
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.
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.
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
2022
2022
2022
My education
Master of Music in Bassoon Performance
Bachelor of Music in Bassoon Performance, Minor in Japanese
Lovely UX ... I'm so here for this kind of humour ... This is a really great entry and you should be proud of it.
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."
We only have two words for this game: "more please!"
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!
I love how zipping around feels!
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.