Hello

I'm Marta, a passionate game and narrative designer on a journey to unite
immersive narrative and engaging gameplay that welcomes everyone.

Work

Click below for more information on each project.

About

I have 3 years of industry experience working with some of the most incredible creatives in games. I'm skilled in designing systems, narrative and gameplay.
With a strong capacity to balance the creative and technical sides of the job, I liaise successfully with multiple departments to create immersive, emotional experiences that resonate with players.
Keep scrolling to learn more about my journey or download my CV here.

Experience

GAME DESIGNER
INTERIOR/NIGHT | December 2022 - December 2023
Shipped Game: As Dusk Falls (PC, Xbox, PS4/PS5) — TGA Games For Impact Award; MCV/Develop Narrative Innovation & Accessibility Innovation Awards; BAFTA Nomination for Best Debut Game

  • Served as the primary point of contact for all branching logic issues

  • Improved content and assisted with bug fixing for the PlayStation porting project

  • Developed an intuitive UI flow for joining multiplayer on mobile devices

  • Implemented and helped test new audio description content for the whole game

  • Collated team feedback across several areas and wrote the Design Post-Mortem

  • Wrote a full update to the main GDD

  • Collaborated with the Code team to create tools & systems to optimise Design work

  • Designed, prototyped and playtested new gameplay and UI

  • Brainstormed and pitched new concepts after launch

  • Provided general Design support to other disciplines — mainly Code and Cinematics


JUNIOR GAME DESIGNER
INTERIOR/NIGHT | December 2021 - November 2022

  • Implemented and sanity checked narrative branching logic

  • Assigned gameplay beats to scripts ensuring balance of story and interaction

  • Assigned and balanced player values for choices, used in end of episode badges

  • Implemented and balanced gameplay and haptic feedback throughout the game

  • Reviewed and tested the Companion App for iOS and Android, used as a controller

  • Assisted the Cinematic and Art teams with conditional animations and overlays

  • Liaised with localisation teams to provide context for in-game dialogue, choices and UI, as well as helping with Portuguese Localisation QA


GAME DESIGN INTERN
INTERIOR/NIGHT | March 2021 - November 2021

  • Implemented dialogue and scene content in engine

  • Created and maintained design documents

  • Reviewed and improved closed captions

  • Assisted with Design bug fixing

Additional

MEDIA
Público Interview | August 2024
Interviewed by one of the major Portuguese newspapers for an article about the role of women in the games industry.
SPOTLIGHT AWARDS
Jury Panel | November 2023
An initiative by Game Dev Lisbon that aims to celebrate the games, teams and people that have positioned Portugal as an international industry player
LIMIT BREAK MENTORSHIP
Game Design Mentor | May 2024 - Present
Narrative Design Mentee | May 2024 - Present
Level Design Mentee | May 2023 - November 2023
Game Design Mentee | May 2022 - November 2022
WOMEN IN GAMES
Ambassador | April 2023 - Present

Education & training

WRITING BOOTCAMP
August 2024
The Narrative Department
AUDIO DESCRIPTION TRAINING
October 2023
Descriptive Video Works
STORY FOR VIDEOGAMES COURSE
July 2022
John Yorke Story
BSC - COMPUTER SCIENCE AND ENGINEERING
July 2019
Instituto Superior Técnico
Lisbon, Portugal

Contact

If you have a project that needs a creative wizardry touch or just want to chat about games, pop me an e-mail or reach out through my socials below!

About

An original interactive drama that explores the entangled lives of two families across thirty years, where the choices you make have a powerful impact on the characters' lives. My contributions on this project included implementing and sanity checking narrative branching logic and conditional content, designing and implementing haptic feedback, balancing player choice values for end of episode badge attribution, developing UI flows for the mobile companion app and implementing audio description.


Highlights

  • Won Narrative Innovation and Accessibility Innovation at the MCV/Develop Awards 2023

  • Won Games for Impact at TGA 2022

  • BAFTA Nomination for Best Debut Game 2023

  • Tribeca Festival 2022 Official Selection

About

Frame of Mind is a puzzle game of deducing dual deceptions, submitted to The Case of the Thinky Game Jam in December 2023.Players must hunt for contradicting clues in a diary and a sketch to piece together the correct timeline of events and solve the mystery of a missing famous researcher.I've contributed to this project as a Game Designer, having defined the core gameplay loop and interactions, as well as UI flows.


About

Taxidermixology is a co-operative absurd puzzle game, where players work together to solve an eccentric client's rhyming riddles in order to build him the perfect taxidermy abomination.I was in charge of the Game and Level Design in this project, developed as part of a Game Jam I organised at INT/NIGHT with around 30 people!

About

Shattered is a small branching narrative project I made in Arcweave, set in a post apocalyptic dystopian future where humanity faces a critical environmental crisis.It's an example of a side quest in a much larger open world game universe, where the player is faced with a classic trolley problem and their choices matter in the story's outcome.You can play it here. You can also check how I built it and how it works under the hood here.

About

As part of John Yorke's Story for Video Games course, I developed a story bible for a platform action-adventure game called A Lost Cause.This course taught me the principles of dramatic structure for video games, allowing me to become more fluent in the elements that make a successful story that resonates with players.You can check the story bible here.

Stuck in an Elevator

As part of The Narrative Department’s Writing Bootcamp, I wrote a short scene in screenplay format, consisting of three video game characters who get stuck in an elevator.My characters were Victor “Sully” Sullivan from the Uncharted series, Jesse Faden from Control, and Luigi from Luigi’s Mansion and the Super Mario franchise.My objective was to create a fun, action based script while portraying each character’s voice in a familiar and recognisable way, which proved a challenge on a mostly non-verbal character like Luigi.I hope you enjoy it and I'd love to hear your feedback!