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Hello

My name is Kirralee Nation 

Greetings and welcome to my portfolio. I am Kirralee Nation, an emerging game and narrative designer specializing in horror, puzzle, and platformer games. I thrive on engaging in challenges within my field.

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Tetra Nova

In the year 2105, oceans reign supreme, and an unusual alliance forms between fish and abandoned robots. When working on "Tetra N0va," I was involved in level design, game design documents, and sounds. Tetra, an adventurous fish, teams up with N0v-A, a lone human companion robot navigating this submerged world. Together, they explore forgotten terrains, discovering fragments of a lost civilization.

Their quest crescendos in a dramatic encounter with Sir Sharksalot, a powerful figure shaping this transformed world. Tetra and N0v-A, united by their courage, brace for an epic clash that decides the fate of this new era. Their friendship becomes a symbol of hope amid this reimagined reality, their journey a blend of ancient remnants and the dawn of a new age, culminating in a battle echoing through the annals of time.

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The Light

"The Light" immerses players in an abstract 2D top-down gaming experience, where navigation through the surrounding world is a journey of trial and error, all under the guidance of a solitary light source. Amidst total darkness, players are thrust into an environment that demands heightened awareness, challenging them to progress through the game solely by navigating the intricacies of light.

"The Light" was the product of a dedicated two-person team, wherein I held the pivotal roles of Lead-Level Designer and Lead Sound Designer.

My role centered on crafting complex, expansive levels to challenge players and evoke specific emotions through psychological design principles. By expanding the game environment, I aimed to create an immersive experience that empowered players to explore freely and undergo a transformative journey.

Regarding sound design, my objective was to induce a palpable sense of unease by integrating subtle, ambient sounds. The intention was to immerse the player in an environment that constantly kept them on edge, utilizing background sounds strategically to heighten tension and suspense throughout the gameplay experience.

Blood Moon Rising 

Blood Moon Rising is a linear horror FPS focused on player experience over content. The player will fight their way through a forest armed with a crossbow with silver bolts and a silver sword. Resources are limited across the forest and often placed in dangerous situations, encouraging ammunition management and forcing the player to get too close for comfort towards danger.

In the Blood Moon Rising project, I held the dual roles of Sound Designer and Documentation Lead within a larger team structure. Our collaborative effort in Unity resulted in the game's development over a six-month period. As the Sound Designer, I crafted immersive audio elements while also managing detailed documentation, crucial for the project's progress and team coordination.

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Contact me

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