Andreea B. Pop
game designer
Name's Andreea, I'm currently working as a game designer after graduating with a Game Design BA from Sheridan College; in my spare time I do work as a freelance illustrator and sell website templates! I am also a 2D Artist as well.I find enjoyment in creating game systems and focusing on the player's experience in a game! You can find my ongoing project(s) here, plus past projects.
💡 There are a few gifs being loaded in, so it may take a bit of time for them to appear!
A VR experience done with My Place in This World to create a cultural cooking experience around pre-colonial Africa.Role(s): game designer, game developer
The game was made in Unity in a team of 5 for a game jam inspired by the Alt Ctrl Game Jams.Role(s): project manager / lead, game designer, programmer.
2025 — present | PC
A personal project exploring the concept of a twist on the classic game of brick breaker, but protecting the center instead.Role(s): everything, as it's a solo project. :)
This is a project born out of my curiosity of 'what if I made brick breaker but had the player rotate around the middle of the screen'? I grew up on the Time Breaker game from Hoyle Puzzle, and wanted to include their power-up system that changes the balls and paddle sizes, and their multi-hit bricks.Due to the shape of the level and now being locked to the center of the screen, having a system that lets the player 'reset' the ball back to the paddle with a cooldown needed to be included.My game documentation is mostly done through Notion, but I've also been using Obsidian to organize all of the information (mechanics, details for power-ups, my to-do list in a kanban board).

Power-up Examples

Homepage Documentation
2021 — 2023 | iOS & ANDROID
A mobile arcade racing and shooting game with a focus on unique characters and character improvement.Role(s): game designer, level designer, UX designer, playtester.
Primary Tasks
Creating comprehensive design documents that can be understood by all facets of the team.
Balancing the game in the form of: economy, mission quests, character power, progression speed.
Designing the game to be player friendly; UX and accesibility is a large priority in my design.
Continually improving systems to reduce player friction and ensure enjoyment.
Creating greybox environments for new levels, and populating them with vital objects / obstacles.
Making internal tools to help coalesce information in a more digestible and automated way (spreadsheets).
Creating 'tutorial' documents and wiki pages to help other designers and team members to understand internal tools and systems.
Playtesting the game to discern where bugs and causes for concern are.
Generating new ideas for characters, levels, events, and systems.
UI / Design Concept Work

Updated Tutorial Hub

Concept of Ability Leveling

Control Options + Sensitivity

Race Pass (merging daily quest system and expanding it)
2025 | PC / Virtual Reality
A VR experience done with My Place in This World to create a cultural cooking experience around pre-colonial Africa, made across the span of 4 months at Conestoga College.Role(s): game designer, game developer / programmer

Conestoga College
Primary Tasks
Coding and prototyping; due to my comfort in Unity and doing C# coding, I handled the bulk of coding the systems and logic for the game.
Aiding with some asset hunting.
Playtesting and ensuring that the game is working properly.
Handling version control and any issues that arise with multiple people working on it.
2019 | android & PC
An on-the-rails 2D platformer made in the summer of 2019 for my 4-month long co-op.Role(s): game designer, level designer, programmer, artist, playtester, the whole shebang.

Sweet Cross Inc
Primary Tasks
Truthfully, the whole project. I took up the mantle of coding / prototyping, alongside designing (levels, mechanics, etc.), and doing art.
Research into resources to use for the game that are copyright free or offer a license (such as the Corgi Engine which was used here).
Learned Lessons + Criticism
Comment your code. Even when revisiting the project years later, having everything very neatly commented helped a lot to understand the function of everything.
Feedback from other non-design team members is paramount. Although the team was small, there was an artist working on a different project who would often playtest and give feedback from a different perspective.
External feedback is just as important; there was no way for us to know that when putting out an alpha to test, the resolution on itch.io's built in player messed up completely.
(Thanks to Cyberwolf Games for trying it out and making a video review for it.)
UX not being taken into account alongside accessibility. There is no option to adjust the post processing effects to reduce eye strain. This is in part just due to lack of knowledge how to go about it, but it also wasn't taken into design account.
A lack of documenting. There was very little documentation made for this game outside of concept art and level design sketches which were all on paper; although we were working with an engine that had a robust system of mechanics, these were never written down how they worked for our game.
Revisiting tutorials and easily accessible tutorials help a lot in info retention, especially for players who may have not played in a long while; putting tutorials in just the game itself and not somewhere static can hurt.
2019 | physical game
A game with overtones of horror as you, a young baby, must crawl through nightmarish toys to ensure you reach your mommy at the end. The game was made in Unity in a team of 5 for a game jam inspired by the Alt Ctrl Game Jams.Role(s): project manager / lead, game designer, programmer.
Primary Tasks
Coding and playtesting; I am the most familiar with Unity and C# coding among my team members, so doing interactions and coding was my primary task to ensure the game was working properly.
Design work, designing was a team effort in sitting down and brainstorming the mechanics we wanted to have, and I worked on implementing and refining with the Unity XR Kit system.
Work in Progress
This is a collection of gifs from me recording mechanics as I was working on them, including some goof-ups like the door jiggling around very violently.

Alpha Build Showcase

Cable Connection Logic based off Colours

Early Cable + Keypad Test

Door Wiggling
2019 | pc game
A game with overtones of horror as you, a young baby, must crawl through nightmarish toys to ensure you reach your mommy at the end. The game was made in Unity in a team of 5 for a game jam inspired by the Alt Ctrl Game Jams.Role(s): project manager / lead, game designer, programmer.

About me
Hello! Name's Andreea! I'm a pretty chill person who soaks in video games as a hobby (and jobby!), and inhales two-hour-long YouTube documentaries for my own enjoyment.Learning about new things is quite fun for me, so amidst game design and my own freelance art commissions, I've also dabbled in making VTuber 3D models, video editing, creative and collaborative writing, working in RPG Maker (I'm actually making a game for my friend's indie book right now!), and writing my own spreadsheets for fun and to make tasks easier.I also have C# knowledge to be able to code in Unity for prototyping, and know HTML, CSS, and JS for website development. I've also been learning Godot as a game engine.Some of my favourite games include Baldur's Gate 3, Need for Speed Most Wanted (the 2005 version), Hollow Knight, FFXIV, Bayonetta, Animal Crossing, and ... err, many. I'm a hodgepodge of games and genres I enjoy.Thank you for stopping by and looking through my portfolio!