NARRATIVE & LEVEL DESIGNER
ANGELINA NOVRUZOVA
ABOUT Me
[INT. STUDIO - DAY]
Angelina sits at her desk, surrounded by sketches and glowing screens.
ANGELINA (V.O.)
"Hi! My name is Angelina! I’ve always been drawn to stories and the thrill of solving puzzles. That passion led me to narrative and level design. Collaborating with others to bring ideas to life? That’s where the magic happens."
She smiles, clicking “Save” on her latest creation.
ANGELINA (V.O.)
For me, it’s all about creating experiences that inspire and captivate.


I’m passionate about creating visual novels, dialogue trees, and puzzles in Unreal and Unity. I use the Design Thinking model and metrics from Situational Game Design by Brian Upton to craft engaging, varied gameplay.

PROJECTS
A chilling murder rocks a quiet church, surrounded by mystery. The only clue? A strange person in 19th-century attire, slipping through the shadows. As you follow the story, stalking the quiet killer through old screens, one question haunts you: Who is behind this? Could it even be... you?
Jan. 24, 2021
PROJECT B.O.G.D.A.N

  • Level Design
  • Making a block-outs for levels
  • Designing mechanics
  • Playtest sessions
  • Balancing game mechanics
  • Working on GGD
OVERVIEW
This point-and-click detective game is built in Unity. The game focuses on three game design pillars: tough puzzles, a spooky story, and immersive exploration. The goal of the game is to solve all the puzzles and choose different story paths to get to the end and solve the clue of the murder. I was working with a team of six talented programmers and artists.
ABOUT
I was responsible for puzzle and narrative design. I also served as the team lead, I was managing time, assigning tasks, controlling departments, being responsible for team communication, and documenting the game development process.

Involvements:
  • Narrative design (writing dialogue trees in ArcWeave and concepting the story)
  • Puzzle Design (sketching and implementation)
  • Scene Block-Out
  • Writing GGD and Story Bible


CONTRIBUTION
Our goal was to create a game that is oriented for teenagers to demonstrate the cruelty of animal testing.
You’ve got a limited number of steps to escape each level. Can you outwit the lab and lead the rabbit to victory, or will you run out of hops?

OVERVIEW
Meet Bogdan, a rabbit who survived animal testing— but forgot his own name. With only a mysterious label to go on, he decides "B.O.G.D.A.N." sounds pretty good. Oh, and did we mention he has a second, super-smart head? Together, they must solve puzzles and avoid doctors to free their fellow rabbits.
ABOUT
CONTRIBUTION
TWEEDUUSTER PROJECT
(WORK IN PROGRESS)

  • Narrative Design (concepting the story, , creating dialogue tree and narrative implementation in Unreal)
  • Making a block-outs for the maze
  • Designing mechanics & Level Design
  • Playtest sessions
  • Balancing game mechanics
  • Implementing mechanics in Unreal.
This project aimed at bringing to life old legends from around the Twente area in the Netherlands. This vertical slice is an open horror game. The goal of this game is to educate players about Dutch folklore thought the story of Singraven and keep historical authenticity of the era. The player will face not only the story and the fear but with his internal conflict.
OVERVIEW
The Netherlands was the first country that stopped executing the witches. You might think it was because people stopped believing in magic, but actually, the country had its own war: Protestants clashed with Catholics. But farmers still believed in magic. You are the last Dutch witch hunter who could not understand how the nun could transform into a devil. The manor owner’s family is scared, and your mission is to get rid of the ghost nun! Do you hear it? The nun is screaming... Can you feel it? It is your heartbeat...
NARRATIVES
CONTRIBUTION
MONSTER SPELEN
As a team, we developed a fast-paced reaction game featuring adorable monsters inspired by children's drawings. In this game you are participating in Monster Olympics. There are five mini-games where you have to react quick to some action: burst the bubble on time, scream at the flower at the correct time to wake it up, take part in a monster race and destroy the city in 30 seconds like a real Godzilla!

We designed five mini-games aimed at boosting kids' short-term memory. We incorporated voice input, allowing kids to use their voices to wake up the flower monster or play a voice-controlled platformer. The result was our build, which participated in the exhibition, where the children who drew these monsters played this game. This is my favorite project because we were happy to watch the children play our game and smile when they saw their creatures.
OVERVIEW
MY RESPONSIBILITIES

As the team leader, I managed time, coordinated communication both within the team and with the client, and ensured smooth project progress. I contributed to puzzle design and created concepts for mini-games. Taking on an extra challenge, I designed and built a custom controller, which I then tested with kids, even creating a specialized PCB for it.


Personal Project
MUSIC VIDEO

I love movies and everything is connected to filmmaking and cinematography, so me and my friends got inspiration from the TV episode Dark and we chose the Tilt song made by Hannah Parrot and created a demo for a music video. That was really fun to make storyboards and scripts, that was my first experience with a BlackMagic camera and Davinci Resolve for post-processing.

SKILLS
Unreal
Unity
Git
Twine
ArcWeave
Figma
Houdini
Blender
This site was made on Tilda — a website builder that helps to create a website without any code
Create a website