Megan Campbell
Game Designer, Producer and Narrative Lead @ Abertay University
Specializes in Narrative Design and Production Workflows
Profile & Vision
I am a Game Designer and Producer currently studying Game Design and Production at Abertay University in Dundee, Scotland. My approach merges narrative depth & research with production management, ensuring creative vision aligns with achievable milestones.
Primary Focus Areas
Narrative Worldbuilding
Crafting environmental storytelling, non-linear dialogue branching, and historical context integration as seen in Jack of Diamonds.
Agile Team Production & Using RACI Matrix
Jira backlog management, sprint tracking, and cross-functional team communication between members of the team.
Player Experience Design
Deconstructing Games and looking into the design & mechanics which influence PX goals.
Visual Art And Design
Looked into how visual art influences themes and creating a world around this and photo bash images to create environments round the brief given.
Education
Game Design & Production
PresentAbertay University, Dundee
Graduate in 2028/29
Software Toolkit
Portfolio Projects & Work
11:55
Atmospheric, dark comedy about a paranoid man whose life is in shambles. First-person narrative exploration game focused on environmental storytelling.
The Mummy Adaption Demo
Guided, readable environment demonstrating terrain sculpting, landmark navigation, and Blueprint scripting inside Unreal Engine 5.
Jack of Diamonds
Interactive narrative exploration game set in 1990s Motherwell maintenance tunnels. Features non-linear dialogue branching trees.
Echo Vault
A Psychological Heist Inside the Mind. Created using Twine as part of Narrative Design coursework.
Crunch Culture & Mass Layoffs
Research examining how exploitative overtime and mass studio layoffs impact game developer health and industry sustainability.
Wildbound
2D platformer adventure game built in Unity featuring responsive character controls, animated sprite sheets, and UI HUD systems.
Rooted Realms Board Game
Nature-inspired physical board game focusing on root expansion, resource management, and symbiotic interactions in underground ecosystems.
The Curse of the Magic Mop
Action defense game where a cleaner protects a cursed wizard mop against invading goblin hordes. Built in GameMaker.
New Project Title 3
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Game Reviews & Design Critiques
Design Breakdown & AnalysisCritical analytical breakdowns of game mechanics, narrative pacing, player friction points, and world design in commercial titles.
The Legend of Zelda: Skyward Sword
Evaluating motion controls vs button layouts, dungeon navigation pacing, and world connectivity in Nintendo's origin story.
Cozy Grove
Breakdown of cozy game mechanics, real-time quest pacing, and character narrative arcs on a mystical haunted island.
A Short Hike
Analysis of open-world traversal mechanics, feather-stamina pacing, and player freedom in Hawk Peak Provincial Park.
Middle-Earth: Shadow of Mordor
Deconstructing procedural hierarchy generation, enemy memory retention, and emerging narrative in the Nemesis System.
Get in Touch
Interested in discussing game design opportunities, production collaboration, or narrative scripting? Send an inquiry message below.