
Ellie Tsamouli
World│Level Designer
A GIRL NAMED ANNIE
Engine: Unreal Engine 5
Status: Vertical Slice
A Girl Named Annie is a narrative-driven psychological horror game about a young woman returning to her childhood home after her mother’s death, where she discovers a dollhouse that reshapes the house itself. As darkness spreads, Annie must explore three key rooms and use light to repel it and progress.
I joined the project from its inception, contributing to the core game design, including mechanics and narrative. Early in development, I co-prototyped the game as a physical board game prior to the digital prototype. I was later responsible for creating level design tools, such as spline systems, and developing a modular kit for blockouts. I completed the full blockout of the house and handled the game’s set dressing and lighting through polish.
One of the main challenges of the project was designing the room-rearrangement mechanic in a way that felt intuitive to the player while remaining tightly connected to the stalking creature and the room-based puzzles. While the concept worked well in paper prototyping, translating it into a digital space introduced technical constraints. Rooms needed to be square and follow strict dimensions to allow for spawning and swapping, which limited traditional spatial variety.
As a level designer, the challenge became making rigid, modular spaces feel engaging. To address this, I first built a modular kit that allowed for rapid iteration, then used spline-based tools to introduce visual and spatial variation within the square layouts.
Genre: Mystery, Psychological Horror
Involvement: March 2025 - May 2025
Title: Level Designer

Tasks & Responsibilities
Game Design
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Contributed to core gameplay mechanics and narrative
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Co-prototyped core systems and mechanics
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Designed and implemented room puzzles
Level Design
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Built a modular blockout kit for rapid iteration
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Created spline-based tools to add variation to square layouts
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Designed modular room layouts under strict technical constraints
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Completed the full house blockout and polish
Art
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Supported mood and environmental storytelling with set dressing
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mplemented lighting to guide navigation and reinforce tension
Process
Reflection
This project was complex to design, but a lot of fun. It really showed me how important it is to understand core mechanics and gameplay systems before trying to build good levels. Using physical prototypes was incredibly helpful for exploring and communicating ideas early on, even before any digital levels existed. Working within strict technical constraints was challenging and required a lot of quick thinking, but...we designers are hacks after all.
If I were to start the project again, I would explore adding greater elevation variation and develop additional tools to support it. I would also aim to further diversify the rooms and experiment with some alternative structural connections to make their relationships and transitions a bit more engaging.





















