Hello there! I'm Kassandra and I love making games!
Here's what I made for fun and work!
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!

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.
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 Panorama City, with my family and my cat, Mittens.

Art Gallery
Creating art has allowed me to explore different techniques and media, which has enhanced my artistic skill sets.
My art content ranges from original and concept and study work to fan art.
Screenwriting
The Glowing Fox
This was written for my advanced screenwriting class. Typically, those who are a film major would spend the whole semester creating and developing one script to use in their senior thesis project. In my case, since I was not majoring in film, I had more creative liberty.I took a lot of inspiration from an indie game called The Great Tree, which centered around two parallel stories: a fox trying to find her missing family, and a son reconnecting with his estranged father in Alaska. Using the dream aspect as a theme of the story, I wanted the main character of my story to interact and be confronted by the glowing fox. Dreams are usually depicted as an escape from reality but in this case, I wanted to force our main character to be faced to face with their problem and to finally be at peace with himself, rather than to always be running away from it.
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.
Numerical Num-Nums

For this project, I was tasked with creating and designing the mascot for the game Numerical Num-Nums!. The target audience of the game is young children so I made sure that when it came to designing our little Chef Gnarp, he had to be cute, and friendly; but also fit the Sci-fi theme of the game itself! I also had other roles in the project, such as helping with the sound design of the game. To see the speed paint and process, head to my Instagram, Right Here!This game was also featured in a published article on my university's website, which you can also find,
Here!
Numerical Num-Nums! is an edutainment game, made to help children learn the basics of adding and subtracting fractions. The game was commissioned by one of Woodbury University's Math Professors, to be used to help teach underprivileged children in Brazil. The game includes language options for both English and Portuguese.
The player takes the role of the newest employee at Numerical Num-Nums!, a space bakery that specializes in creating cakes. In this sci-fi setting, cakes are baked by solving fraction-based math equations. The game was created over a month. It was worked on remotely by a team of 5.
Wherever the Wind Goes
In this project, I have designed and created all of the UI and 2D assets and concept and final art. One of them includes a character reference sheet which was needed to create my 3D player model. Click here to see the development and full game.
UI Assets (Concept)
UI Assets (Placeholder + Final)
Wheel Select Ability UI (placeholder)
Wheel Select Ability UI (Final)
Promotional Art (Sketch)
Promotional Art (Final)
Promotional Art (Placeholder/Concept)
Character Reference Sheet
Wherever the Wind Goes Project UI Showcase
Shades of Vibrance
When it comes to developing an RPG, UI is extremely important as it is the main component that really builds and sets up your game. It's the main framework and when it came to creating Shades of Vibrance I took in a lot of consideration and to my advantage. I created character portraits of the player character, both for the gray and colorful world as it was important not only for the story and world-building but for the player to establish some connection with that character. I made sure that when it came to designing and implementing the UI, it matched the world setting and art direction of the game. Click here to see the development and full game.
Elysian Portrait (Gray)
Elysian Portrait (Colored)
Health UI Color Wheel
Color Wheel UI Reference
UI Paint + Tools Icons
Main Menu Background
Elysian Character Art (Promotion)
Swan Music Box
Elysian Sprite Sheet Idle (Gray)
Elysian Sprite Sheet Idle (Colored)
I found an asset for the sprite sheets that I was allowed to edit and use. Using that asset as a base, I recolored and redesigned the asset so that it would portray the main character, Elysian for both the gray and colorful world.
Shades of Vibrance Project UI Showcase
The Destitute Project
One of my main roles during the development of this project was lead UI designer and Concept Artist. I was tasked with creating most of the UI in the game ranging from the tutorial prompts and directions. I also worked on designing texture particle effect sheets for the "breathing bubbles" in the game.
Kelp Forest Level (Concept Art)
Seafloor 2nd Level (Concept Art)
Escape to the Surface Chase (Concept Art)
Here are all of the UI elements and texture sheets that I have designed and implemented myself. If you want to learn more about The Destitute Project's development, click here!
Background Panel
Buttons (Keyboard)
Icons and Images
Bubble Particle Effect Texture Sheet
The Destitute Project UI Showcase