Hi, I'm Julia H'Doubler

A game designer interested in the intersection between narrative and gameplay. I love platformers, metroidvanias, RPGs, anything with a captivating narrative and fun mechanics!

WaxHeart

An atmospheric puzzle-adventure platformer where a wax child with a lantern for a heart journeys through a ruined world in search of their lost memory.

Chromabound

Explore an abandoned factory with a limited field of vision and uncover the secrets within. This innovative platformer uses eyetracking technology to create unique puzzle mechanics.
Developed as a senior Capstone for the NYU Game Design BFA.

Crashing Guard

Play as a city's sole traffic engineer, building road signs to prevent crashes in real time while dodging cars!

Sushi Boat

Manage a sushi restaurant with the freshest fish around! Reel in the required ingredients and prepare customer orders as quickly as you can.

2D Art

In addition to game design, I work as a freelance artist. I love telling stories through my art, whether that be through original characters or fanart.

About me

My name is Julia H'Doubler, and I graduated from New York University in May 2025 with a BFA in Game Design and a minor in Art History. I am currently a Volunteer QA Analyst for WaxHeart, an atmospheric puzzle-adventure platformer.

Chromabound

Use your eyes to control the world as you explore an abandoned factory! A puzzle platformer with a custom shader made for the Tobii eyetracker. Developed as a 2025 Senior Capstone Project at the NYU Game Center.

Genre: Puzzle Platformer
Engine: Unity
Team Size: 7
Duration: September 2024 - May 2025
Platform: PC - Itch.io

Role(s) & Responsibilities

Level Design

  • Designed 2D map overview and implemented layout in-engine (e.g. structured world into regions, placed player upgrades, designed puzzle progression, routed player paths)

  • Directed all level development - playtested other teammates' puzzles and helped balance gameplay to maintain smooth progression of difficulty

  • Designed and created environmental puzzles using our in-game editor

Art Direction

  • Collaborated closely with art team to design an interesting artistic direction that complimented gameplay

  • Reviewed concept art made by art team and provided constructive criticism to improve visuals and maintain a cohesive overall style and mood

  • Concepted out environments and assets for different in-game world regions

Mechanics Design

  • Brainstormed and fleshed out various movement and vision player upgrades and collaborated with programmers to implement and balance the mechanics in-game

  • Concepted environmental mechanics and created level mock-ups of how they would be used in puzzles in the final product

Crashing Guard

Play as the city's sole traffic engineer, building road signs to prevent crashes while dodging cars! Developed for the NYU Game Center for Major Studio Spring.

Genre: Casual Action
Engine: Unity
Team Size: 7
Duration: February 2024 - May 2024
Platform: PC - Itch.io

Role(s) & Responsibilities

Level Design

  • Concepted initial level ideas and the obstacles and signs that would populate them

  • Led all level design and developed a total of 15 levels

  • Built levels using in-game level editor

  • Frequently playtested through levels to balance difficulty and fix bugs

Gameplay Design

  • Collaborated with other designers to expand upon initial prototype and make it into an action game

  • Designed sign creation and player movement system and collaborated with the lead programmer to develop the car behavior

  • Programmed player movement system, balanced the speed and acceleration based on player feedback and added a dash move to quickly dodge cars

Sushi Boat

Reel in fish and prepare customer orders on the Sushi Boat! A casual action game inspired by nostalgic online mini games from coolmathgames. Developed at the NYU Game Center for Major Studio Fall.

Genre: Casual Action
Engine: Unity
Team Size: 4
Duration: November 2023
Platform: PC - Itch.io

Role(s) & Responsibilities

Gameplay Design

  • Devised original idea and collaborated with teammates to polish and realize it

  • Observed players testing early prototypes and took feedback to optimize the core game loop

  • Worked with the programmer to develop and perfect core mechanics

Art Direction

  • Created art style guide and led other artists in creating a warm, nostalgic style that complimented gameplay

  • Illustrated finalized game assets (e.g. player animation, customers, boat, background, logo)

  • Took and provided feedback with fellow artists to improve upon our work