Ariane Laferrière

Born in Quebec, Canada, I am a passionate Level Designer specializing in puzzle design, with a strong interest in quests and storytelling. I recently earned my Bachelor’s degree in Video Game Design, which gave me a solid foundation in level design, narrative design, UX, and interdisciplinary collaboration.

As a designer, my main motivation is to build thrilling experiences and stimulating universes to bring extraordinary stories to life for players to enjoy. My dream is to have a direct impact on what players experience and feel in these adventures.

Mad Experiments: Escape Room - Sanctuary (2025)

GAME DESIGN
LEVEL DESIGN
PUZZLE DESIGN
NARRATIVE DESIGN
UNITY
MIRO
TRELLO
GITHUB

During my internship at PlayTogether Studios, I had the opportunity to develop a complete 60–90 minute escape room game alongside the studio owner, which was later released on Steam and consoles. Sanctuary is a puzzle game set in a medieval monastery, where players must uncover the secrets of a hidden brotherhood by solving interconnected environmental challenges. Through symbolic mosaics, cryptic number puzzles, and interactive confessionals, the game blends lore, atmosphere, and logic into an immersive escape room experience.

This project was developed in close collaboration with the studio owner, who focused on programming, while I took responsibility for:

  • Designing the full level layout and puzzle flow, from concept to implementation in Unity
  • Creating and integrating environmental puzzles (symbols, numbers, mosaics, confession booth)
  • Placing props and dressing the environment to support storytelling and readability
  • Writing lore elements and VO lines to reinforce the narrative and worldbuilding
  • Iterating puzzle design and pacing through playtests and adjustments

Bubble Buds (2024)

LEVEL/PUZZLE DESIGN
UX DESIGN
UNREAL ENGINE 5
MIRO
NOTION
PERFORCE

Bubble Buds is a 3D co-op puzzle prototype created for Ubisoft’s 2024 Game Lab Competition. As a team of 8 university students, we had 10 weeks to develop a complete prototype based on the theme « Dream », while incorporating 7 specific constraints—such as « Include an online multiplayer experience with a synchronous interaction mechanic » and « Implement at least one mechanic governed by AI. »

At the end of the competition, our game was nominated for five awards, including Best Prototype, Best Game Design, and Best User Experience.

In this project, I took on the roles of puzzle-focused level designer, UX designer, and game designer. My responsibilities included:

  • Designing player onboarding and puzzle-based level progression
  • Applying design thinking methodology inspired by Celia Hodent’s UX framework during prototyping
  • Creating a structured UX testing protocol to iterate on puzzles and improve the overall player experience
  • Collaborating with teammates on the design and refinement of core game mechanics
  • Maintaining a user-centered approach throughout the entire development process

Hopeguard (2025)

LEVEL DESIGN
PUZZLE DESIGN
NARRATIVE DESIGN
UNREAL ENGINE 5
MIRO
NOTION
PERFORCE

Hopeguard is an adventure game where you play as a proud Hopeguard, one of the most respected knights tasked with finding and defeating the last known dragon that has taken possession of the Forge. However, in a twist of events, you only manage to injure the dragon before it severs your arm, leaving you to fall into a strange and forgotten part of your land. Now without your arm or sword, you must find your place in the world and redefine honor as you navigate through the wilderness.

This project was developed by a team of 24 individuals as part of my university course, where I serve as the Lead Level Designer. In short, I was responsible for:

  • Leading the design and implementation of the Village level, from flowchart to blockout in Unreal Engine 5
  • Collaborating with the Game Director and design team to craft puzzles, tune gameplay, and solve design challenges
  • Designing and iterating the onboarding experience to support smooth pacing and player progression
  • Ensuring cohesive visual and gameplay direction by working closely with the Lead Environment Artist
  • Attending milestone playtests and providing feedback on level flow, player experience, and narrative alignment

Puzzle-oriented level design research (2024)

LEVEL DESIGN
PUZZLE DESIGN
UNREAL ENGINE 5
MIRO
NOTION

This prototype is a short, puzzle-oriented level in which I applied a level design process built upon my research and specialization in puzzle design. In this level, players must navigate a maze to reach three different points of interest and unlock the exit. Along the way, they can collect projectiles to break color-coded walls and clear paths to their objectives.

This project was my first prototype created as part of my specialization in puzzle-oriented level design, which I began during my Bachelor’s degree in video game design. The goal was to create a short level that applied both the puzzle design principles I had studied and a UX-driven methodology throughout the production process.

For this puzzle design project, I was responsible for:

  • Designing a short tutorial using a maze-style puzzle to introduce core mechanics
  • Applying puzzle design principles from Jesse Schell (The Art of Game Design) and Wallace Wang (The Structure of Game Design)
  • Integrating UX concepts from Celia Hodent’s Dans le cerveau du gamer to enhance player understanding and engagement

Escape room (2024)

LEVEL DESIGN
PUZZLE DESIGN
UNREAL ENGINE 5

For this project, I took inspiration from a scene in the movie City of Ember (Kenan, 2008) to create a prototype of a puzzle-oriented level based on escape room mechanics. This project was developed for my Level Design class as part of my Bachelor’s degree in video game design.

The result is a 10-minute escape room featuring:

  • An initial starting state
  • Three distinct puzzles, each with its own unique mechanic
  • A single ending sequence to complete the level

My Little Puppet (2023)

DESIGN NARRATIF
TWINE
MIRO
NOTION

The Little Puppet is a Twine-based narrative simulation for a potential video game inspired by The Dark Pictures Anthology: The Devil in Me (Supermassive Games, 2022). It’s a short interactive story created in collaboration with two other designers for my screenwriting class.

In this project, I contributed to:

  • Analyzing the storyboard and gameplay of The Devil in Me to use as a narrative and structural reference
  • Creating a narrative and gameplay pitch, including a one-pager and a three-act story summary
  • Designing the narrative bible, which included the universe backstory, moodboard, character arcs, an actantial diagram, and a 15-beat story structure
  • Building a narrative flowchart mapping the various decision paths and their outcomes
  • Integrating the story, choices, and interactive elements into Twine to simulate the game’s narrative and potential gameplay
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