The Destitute Project
In a team of 4, we created a first-person underwater horror game. The player must control their oxygen supply and flashlight power as well as the objects they find that is necessary to solve environmental puzzles and descend farther into the abyss while navigating the pitch-black ocean. In addition to continually running out of resources, the player is under pressure from the deep-sea monster they are pursuing. Throughout the game, as the sea monster gets bolder and modifies its attack strategy, the player must adjust to its growing aggression.
The Destitute Project Trailer (edited by me)
My roles in this project are UI Designer and programmer, Lead AI Designer and Programmer, Cutscene Director, Animation Director, Cave, and Kelp forest level block out designer, sound designer, and particle/visual effects designer.
The Destitute Project Gameplay
Here are some screenshots from the game, ranging from the designs and top-down views of the levels and environmental design! I have worked on blocking out and designed the kelp forest and cave area as well as created the entire environment for the cutscene that plays before the starting point of the game.
I have worked on creating the death screens of the game as well. Here, depending on how the player dies, they will be shown an animated death screen.I have also created some concept-level work for the three areas of the game. You can see more of that and the UI that I have designed, Right Here!.
Here is our game design doc for our game. We have also created a blog post of our development of the game as well!
Link to Blog
Wherever the Wind Goes
Wherever the Wind Goes is a 3D 3rd-person platformer collectathon where the player has the ability to control the wind and solve the townsfolk's problems by using their windy powers. This was a single-person project. I wanted to demonstrate my skills in working in Unity 3D and create a unique platformer. I took a lot of inspiration from popular games such as The Legend of Zelda: The Wind Waker and the hit indie game A Hat in Time. For a more in-depth look into the game's art and UI, Click Here!.
Wherever The Wind Goes Gameplay
I wanted to create my own player model for my game since I did not want to get a random model on the asset store and have to create new artwork around that. So, I went out of my comfort zone and 3D modeled the protagonist of my game! I went in and learned as much as when it came to using Blender and the results came out better than expected! With the help of Mixamo, I managed to rig my character and apply the animations to the game.
Wherever The Wind Goes Screenshots
Wherever The Wind Goes Game Design Doc
Shades of Vibrance
Shades of Vibrance is a single-person project that is a top-down, third-person, 2D RPG that uses a unique battle system mechanic where you have to use and apply the rules of color theory to defeat your opponents! In this tech demo, you play as Elsyain, a young teen boy who has grown up in a colorless world...that is until one day, he suddenly came across a world filled with vibrant colors! As you explore and interact with the world, you uncover the mysteries and secrets that lie within and learn new mechanics and ways to turn the tides when fighting or should I say, painting, your enemies! I took a lot of inspiration from hit indie games such as Omori and Undertale. For a more in-depth look into the game's art and UI, Click Here!.
Shades of Vibrance Gameplay
Shades of Vibrance Screenshots (Gray World)
Shades of Vibrance Screenshots (Colorful World)
Shades of Vibrance Screenshots (Battle System)
In this battle system, one of the ways to defeat and win the battle is to make the enemy a neutral color, which will allow the player to "Neutralize" them. In Color Theory, to make a color neutral, you would apply its complementary color, making it a brown, a neutral color. If the player doesn't have a specific color, they can mix the colors that they have on hand. Players can also mix change the colors of the enemies to whatever color that have selected and choose which ever brush they want.
Hello! I'm Kassandra Young. I am a recent graduate from Woodbury University, earning a B.F.A. in Game Art and Design. In my academic career, I mainly focus on game design, level design, narrative, and sound design. Here, I have learned and gained practical experience in using Unity and C# as well as working effectively in a team setting by working on many projects with my classmates.I began my college journey at Los Angeles Valley College, earning my Associate degree in Studio Arts before transferring to Woodbury University to pursue my passion for video game development.I have been playing video games from the very young age of two; my first video game being Tetris on a small handheld device. Since then, I have played hundreds of games, which has become one of the main things that brings me joy in life. With this in mind, I want to create games that make people smile and have an emotional impact.In my free time, I love to play video games, stream, and create content on my small YouTube channel and Instagram page, spend hours modding games, and study everything there is to know about the Chernobyl Nuclear Disaster. My favorite video game series of all time is the Half-Life.I was born and raised in the San Fernando Valley in California. I graduated from North Hollywood High School in 2019 and currently reside in Van Nuys, with my family and my cat, Mittens.

VR Rage Room
VR Rage Room Gameplay
In a team of 3, we created a VR game that allows the player to unleash their inner rage and destroy things to their heart's content. Just like your typical rage room, you have it all! From smashing and breaking bottles to throwing axes and destroying crates to slicing up statues into tons of pieces, the possibilities are endless.
VR Rage Room Screenshots
My main roles for this project were level designing, sound design, and initially programming the objects to be destroyed by the player by recording the player's velocity and setting a threshold.
Chernobyl
Chernobyl Level Walkthrough
In this solo-level design project, I designed and created a narrative-driven level. I decided to design my level on the Chernobyl nuclear disaster that occurred on April 26, 1986. Here, the player first recreates the explosion from the Unit 4 control room. From there, the player now has to find a way to escape the Chernobyl nuclear power plant while witnessing the disaster firsthand.
Chernobyl Level Screenshots
Together with this level, I additionally designed a second narrative-driven level that follows the story of my Chernobyl level in an alternative manner. The level needs to physically "shift" or move. The way the level moves and how the player navigates it makes it effectively a puzzle.
Chernobyl "Call to the void" Level Walkthrough
At the main exploded hall, the player has the option to exit the plant or respond to the "Call of the Void" by jumping into the open reactor core itself. If they answer this call, they are transported to a new alternative reality where they are stuck in a void of a basement and traverse through this shifting level where they can control their environment depending on the corresponding affective radioactive particles, blue for beta, orange for alpha. With beta-affecting particles, players can rotate those objects. With alpha-affecting particles, players can change that object's state of matter - from solid to gas.
Chernobyl "Call to the void" Level Screenshots
City 14
City 14 Walkthrough Gameplay
In this level design project, we were allowed to choose our favorite first-shooter game genre, which I chose my all-time favorite game, Half-Life. I then designed a first-person shooter level that reflects the same level design principles of Half-Life 2, matching not only its environment and aesthetic but in balancing gameplay and AI.
City 14 Screenshots
I was given premade enemy AI and shooter assets and using those assets, I had to design and balance my level, listing out and analyzing the advantages and disadvantages that the player encounters. I researched many of Half-Life 2's levels, including its episodes. For example, in the beginning area, it's clear that I took inspiration from Half-Life 2 Episode 2 White Forest level in combination with Half-Life 2 level of the player using Antlions against the Combine by throwing bug bait at Combine stations.