About Me
Hannah Thompson
Game Designer | Level & Narrative Specialist
I build worlds that feel as good as they play. With a deep background in Level Design and Narrative Design, I bridge the gap between "what happens" and "where it happens." My goal is to create immersive, logic-driven environments where the story is told through the scenery just as much as the dialogue.
While my heart is currently in the digital realm of Unreal Engine, I’ve recently been exploring the tactile world of tabletop and card game design—applying the same principles of probability and player agency to physical decks and boards.
Technical Arsenal
-
Engines & Tools: Unreal Engine 4 & 5, Blueprint Visual Scripting, Visual Studio IDE.
-
Design Workflow: Blockout & Blockmesh, Version Control (Git), Jira, Trello.
-
Systems & Logic: Data Structures, Indexed Structures, Formal Logic, Statistics, and Number Theory.
What I Bring to the Table
-
The Logic of Fun: I use Number Theory and Probability to balance game mechanics, ensuring every encounter feels fair but challenging.
-
Environmental Storytelling: My level designs aren't just hallways; they are narrative vehicles. I specialize in using space to guide player emotion and curiosity.
-
Collaborative Leadership: I thrive in team environments. Whether I'm leading a sprint or diving into a complex bug, I prioritize clear communication and organized workflows.
Design Philosophy
"I believe a game is a conversation between the designer and the player. My goal is to ensure that conversation is rewarding. Whether I’m balancing a complex probability curve or placing a single flickering light in a level, I design for intentionality—ensuring every mechanic serves the story, and every story is grounded in solid logic."
Design Philosophy
"I believe a game is a conversation between the designer and the player. My goal is to ensure that conversation is rewarding. Whether I’m balancing a complex probability curve or placing a single flickering light in a level, I design for intentionality—ensuring every mechanic serves the story, and every story is grounded in solid logic."
Currently Analyzing
I don’t just play games; I deconstruct them. Here is what’s currently on my desk (and my screen):
-
Digital: * Minecraft: Studying the perfection of emergent gameplay and player-driven narrative through procedural environments.
-
Five Nights at Freddy’s: Analyzing "stress-as-mechanic" and how minimalist level design can maximize environmental storytelling and tension.
-
-
Analog:
-
Phase 10: Observing how set-collection pacing affects player frustration and "the comeback mechanic."
-
Clue: A masterclass in deductive logic and using a physical board to gate-keep narrative information.
-
The Analog Corner: The "Phase" Experiment
Lately, I’ve been fascinated by progressive victory conditions—the idea that a player's objective should evolve as the game continues.
Inspired by classics like Phase 10, I’m currently prototyping a card game centered on "State-Based Phases." I’m exploring how players can navigate shifting rule-sets mid-game, forcing them to pivot their strategy without losing the mechanical "thread." It’s a delicate balance of Number Theory and player psychology that I’m excited to bring to the table.