I’m Madison Bell, a 21-year-old game designer and developer, I have recently completed a Computer Science undergraduate degree in Game Design and Development. I pursued this degree to learn the skills needed to create interactive, immersive game worlds, focusing on world-building, storytelling, and player engagement. I’ve trained in Unity (C#), Unreal Engine (C++), 2D art in Photoshop, and 3D modeling in Blender, and I’m excited to bring ideas to life through code and art.
I’ve worked on narrative topics like world-building, dialogue development, and environmental storytelling, and I enjoy designing levels, interfaces, and mechanics across genres—from platformers and shooters to puzzle and simulation games. I’m comfortable with data structures, JSON/SQL/NoSQL databases, and cross‑platform development using Unity and Unreal Engine, with a passion for creating both serious and entertaining interactive experiences.
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Overview
This game is a fast-paced, high-risk 3D puzzle and simulation experience focused on raising awareness about water access and quality in South Africa. You step into the role of an infrastructure planner, building intricate pipe networks that carry clean water from reservoirs to distant towns scattered across a stylized South African landscape. Every decision carries weight—terrain obstacles, contamination risks, pressure limits, and limited budgets force tough trade-offs as you race against growing community demand. Success means keeping water flowing safely and sustainably; failure exposes how fragile and uneven access can be.
Project Brief
This project required us to investigate the 16 SDG’s (Sustainable Development Goals) and select one to develop a game to raise awareness for. We selected SDG 5, which encompasses access to clean water and sanitation. We chose this because we feel that it is a very relevant topic in South Africa, and needs to be given more attention.
Overview
Home Haven is a task-driven home décor advergame where players redesign and transform virtual rooms using curated Mr. Price Home products. Client briefs set the aesthetic and functional targets, challenging you to create cohesive layouts, pair colors and textures, and nail each room’s intended vibe. Completing jobs unlocks new catalog items, upgrades, and progress toward building your own dream house. Alongside the structured challenges, a full sandbox mode lets players freely experiment with décor combinations, test bold ideas, and craft spaces without rules or constraints.
Project Brief
Home Haven was created to meet the brief of developing an advergame for a South African company. We needed to investigate who the company is, what their goals are and how an advergame could benefit them. We chose to create an advergame for Mr. Price Home, because we feel that it would allow their cliental to preview their products, come up with their own combinations and design their own spaces.
Overview
System Override is a narrative-driven, co-operative stealth strategy where players work together as underground rebels fighting Emo-001, an AI that manipulates and suppresses human emotion under the guise of “mental healthcare.” Instead of brute force, players rely on stealth, misdirection, and coordinated infiltration to slip past surveillance networks, disrupt behavioural-control nodes, and steal back emotional data the AI has weaponised. Each mission demands teamwork—one player distracting drones while another hacks communication lines or frees citizens from emotional suppression. The tension comes from staying unseen while dismantling a system built to anticipate your every move, gradually stripping Emo-001 of control and returning autonomy to the people.
Project Brief
The project that this game was developed for required us to select a current trend. We needed to research the trend and identify the possible, plausible, probable and preferred scenarios for the future of the trend. We selected mental health and the possible scenario that we identified is that telehealth and AI contributions could lead to the oppression and control over emotional autonomy in mental health.
Overview
Defender is fast-paced tower defense strategy where players build, upgrade, and reposition defensive units to stop escalating waves of enemies advancing through procedurally generated paths. Each run reshuffles terrain layouts, enemy routes, and defender placement tiles, forcing players to adapt instead of memorizing patterns. Combat is tight and reactive—enemy types counter specific tower builds, environmental modifiers shift mid-wave, and smart resource management becomes crucial. The loop is simple: scout, build, survive, evolve. The depth comes from how brutally the game tests your ability to improvise under pressure.
Project Brief
Defender was made for a Game Development project in which we needed to create a procedurally generated map for enemies to walk along. We needed to have at least three enemy types and three defender types. The final steps of the project were to develop visual affects, custom shaders and another procedurally generated feature.
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