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Bela
Baldwin

Game Designer 

& Producer 

Most Recent Project

2021 - 2022

​Challenges
 

  • Development under COVID-19 conditions.

  • Intertwining of 3 entirely different thesis topics in one coherent game experience.

  • Completion of a highly polished vertical slice with a hard deadline.

Design Post Mortem
 

  • Complex editor processes

  • Greyboxing with Unity ProBuilder

  • Block out prototype to polished vertical slice development

  • I practically applied advanced Game Design theory in development

  • Overall gameplay suffered from enforced combination of stealth elements and meaningful gameplay choices (separate thesis aspects).

  • I succeeded in intertwining Gameplay, Level & Narrative Design in a coherent game experience.

Production Post Mortem
 

  • Project completed to a very high standard and on time

  • Game experience suffered from limited resources and lack of expertise, which forced early cuts in gameplay depth and code functionality.

  • I succeeded in maintaining the overall design vision and enabled the team to create a well rounded game by carefully managing expectations and efforts.

Awards & Recognition

  • Final overall grade: 1.7 (85-90%)

  • First bachelor project at campus Hamburg to have been created in a team, setting a new benchmark for future graduates.

"Bloodline - The Last Heir"
UE - Bachelor Project

 

Team Size
3

 

 

Roles

Project Lead

- Game Production

 

Game Design

Game Mechanics Design

- Narrative Design

- Level Design

 

Miscellaneous

- Game Programming

- Voice Over

 

Scope

3 months development
 

 

Genre
3D Stealth


 

Platform
PC (Windows)

unityLogo.png
  • YouTube
Earlier Projects

Earlier Projects

2019 - 2021

​Challenges
 

  • Development under COVID-19 conditions.

  • Development by an alternating team with vastly varying individual levels of commitment.

  • Conceptualisation of a meaningful and positively framed narration, to be communicated through minimal exposition.

  • Creation of levels, which intertwine the narrative thread with conscious level design to maintain the player's clarity budget and decrease frustration.

Design Post Mortem
 

  • Rapid prototyping and regular playtesting feedback loops

  • Close collaboration with Lead Designer and other Designers

  • Narrative Director for 2D cinematics

  • Topography creation with terrain tool

  • Highly polished 3D level design

  • I managed to help streamline the Level Design workflows with a fellow Level Designer through my expertise (meticulous version control, prefab utilisation, etc.).

Production Post Mortem
 

  • Gained valuable Producer experience and great insight into how to improve my people focus.

  • Team lost 4/13 team members total during both production cycles, due to intense workload and lack of early expectation alignment.

  • Project unfinished after two semesters of development, due to overscoping.

  • The project received outstanding praise for its professional development approach, which I facilitated through my vision and expertise.

Awards & Recognition

  • Final overall grade: 1.28 (90-95%)

  • The game and its development was a feature story of the QUER magazine (issue 3, 2021) of the UE Hamburg.

  • I became one of the few students in the history of the UE to be awarded more than one scholarship, which I received for my game vision and leadership in this project.

"Valdao"
2020/2021: UE 4th + 5th Semester Project

Team Size
6-9

 

Roles

Project Lead

- Game Production

Game Design

- Game Mechanics Design

- Narrative Design

Level Design

 

Miscellaneous

- Game Programming
 

Scope
Major personal project over 2 semesters.
(7 months development total)

 

Genre
3D Adventure

 


Platform
PC (Windows & iOS)

unityLogo.png
  • YouTube

​Challenges
 

  • Development of a visually polished game, with a focus on harmonising gameplay dynamics and visual aesthetics.

  • Creation of simple and yet engaging mechanics, which support the desired game flow.

Design Post Mortem
 

  • Diversified my design approach, by infusing my game vision through inspiration from a Disney art exhibition.

  • A highly polished game for the scope of the course. Maintains a coherent style, also due to my ability to communicate my design vision effectively.

  • Lacks a certain "fun" element in its gameplay, mostly due to a lack of time for early playtesting and iteration of the core gameplay loop

  • First experience with mobile development

  • I successfully combined Gameplay, Level & Narrative Design in my first polished 2D game.

Production Post Mortem
 

  • I managed to minimise production overheard and streamline the development processes, keeping the project on track under high pressure deadlines.

  • Close to no issues during development, due to a very small and intrinsically motivated team.

Awards & Recognition

  • Final overall grade: 1.0 (95-100%)

  • The game was featured over 2 pages in the QUER magazine (issue 2, April 2020) of the UE BTK Hamburg.

"Guardian Angel"
2020: UE 3rd Semester Course Project


Team Size
3



Roles

Project Lead
- Game Production

Game Design​
- Game Mechanics Design
- Narrative Design
- Level Design



Scope
Course Project
(1.5 months development)



Genre
2D Auto-Runner

 
Platform
Mobile (Android) & PC (Windows)

unityLogo.png
  • YouTube

"True Colors"
2019: UE 2nd Semester Project

 
Team Size
3

 

Roles

Project Lead
- Game Production

Game Design
- Game Mechanics Design
- Narrative Design
- Level Design

Miscellaneous
- Game Programming
- Sound Design
- Lighting


Scope
Semester Project
(2.5 months development)


Genre
3D Walking Simulator

Platform
PC (Windows)

Design Post Mortem
 

  • Many mistakes were made...

  • I created the initial vision for the game, with the theme of personality development, which I maintained through excellently conceptualised core systems and the overarching narrative.

  • Gained very valuable insight into DOs and DONTs for evolutionary prototype editor processes

  • Writing of very poetic narrative, to fit the artistic aesthetic, in close collaboration with a second Narrative Designer

​Challenges
 

  • First ever digital game development.

  • Transfiguration of a novel into a deep and philosophical gameplay experience.

  • Accurate representation of scientific standards of psychology in the overarching theme.

Production Post Mortem
 

  • The team suffered from excessive crunch, during final stretch, to complete the game.

  • I resolved internal conflicts constructively and kept the team focused on the overall production plan.

  • A very well structured development, despite many obstacles, which taught me a lot about people management and my philosophy as a Producer.

Awards & Recognition

  • Final overall grade: 1.18 (95-100%)

  • I became the first Game Design student in the history of the UE BTK to be awarded with a scholarship due to my vision and Game Design execution in this project.

unityLogo.png
  • YouTube
Bio
Profilfoto2black&white.jpg

" Design creates culture.
Culture shapes values.
Values determine the f
uture."
Robert L. Peters

Bio

 

A well travelled former Professional Poker Player, who decided, after 7.5 years of tournament after tournament, that it was time for a change.

Now, Bela is a Game Design B.A. graduate and scholarship-holder

at the University of Europe for Applied Sciences Hamburg.

He constantly looks for opportunities to advance both his hard and soft skills, to improve as a professional as well as a human being. He is passionate about games as a medium, which enable designers to communicate their ideas and principles to a global range of recipients. The best games can only develop from a collaborative and interdisciplinary effort. Every development process needs to uphold a unified design vision, to fully empower each team. Whether as a creator or contributor, he is highly capable of
keeping that vision in focus.

Contact

CONTACT

 

E-Mail

belafbaldwin@gmail.com

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  • YouTube

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