Laura's Blog

Laura's Blog

Just a collection of my favourite small projects and ideas

I made this in Spline in about two days. Spline is a tool for creating interactive 3D experiences on the web. This is a small exercise of an interactive building complex, just a quick prototype. You can click on the buildings to zoom in and click again to zoom out.

I made this in Spline in about two days. Spline is a tool for creating interactive 3D experiences on the web. This is a small exercise of an interactive building complex, just a quick prototype. You can click on the buildings to zoom in and click again to zoom out.

I made this in Spline in about two days. Spline is a tool for creating interactive 3D experiences on the web. This is a small exercise of an interactive building complex, just a quick prototype. You can click on the buildings to zoom in and click again to zoom out.

I’ve started developing my own puzzle game in Spline, and this is the first fully playable prototype. Customers bring in handwritten prescriptions from doctors, and it’s your job as the pharmacist to figure them out and choose the correct medicine.


I wanted a custom medical alphabet but got stuck for a few days. Then I remembered my terrible handwriting at 11, pulled out an old journal, and started vectorizing it. I never imagined an old journal would become part of a game design.

I’ve started developing my own puzzle game in Spline, and this is the first fully playable prototype. Customers bring in handwritten prescriptions from doctors, and it’s your job as the pharmacist to figure them out and choose the correct medicine.


I wanted a custom medical alphabet but got stuck for a few days. Then I remembered my terrible handwriting at 11, pulled out an old journal, and started vectorizing it. I never imagined an old journal would become part of a game design.

I’ve started developing my own puzzle game in Spline, and this is the first fully playable prototype. Customers bring in handwritten prescriptions from doctors, and it’s your job as the pharmacist to figure them out and choose the correct medicine.


I wanted a custom medical alphabet but got stuck for a few days. Then I remembered my terrible handwriting at 11, pulled out an old journal, and started vectorizing it. I never imagined an old journal would become part of a game design.

For a long time, I couldn’t test my ideas on my own, which left me unsure about what worked. Programming always felt intimidating, so I started creating small prototypes with no-code tools like Spline and Figma.

Here’s an early Spline prototype I’m building for my portfolio hero section. It brings old sketches to life with looping animations, which you can reveal by moving a lens with your cursor.

For a long time, I couldn’t test my ideas on my own, which left me unsure about what worked. Programming always felt intimidating, so I started creating small prototypes with no-code tools like Spline and Figma.

Here’s an early Spline prototype I’m building for my portfolio hero section. It brings old sketches to life with looping animations, which you can reveal by moving a lens with your cursor.

For a long time, I couldn’t test my ideas on my own, which left me unsure about what worked. Programming always felt intimidating, so I started creating small prototypes with no-code tools like Spline and Figma.

Here’s an early Spline prototype I’m building for my portfolio hero section. It brings old sketches to life with looping animations, which you can reveal by moving a lens with your cursor.

This is the level design I created for a mental health mobile game called Luma. The game was made for xCIT Luxembourg and I was responsible for designing the level.

The environment was built to feel friendly and approachable, featuring cozy, colorful spaces, a seaside setting, and calming elements to help the player feel comfortable.

This is the level design I created for a mental health mobile game called Luma. The game was made for xCIT Luxembourg and I was responsible for designing the level.

The environment was built to feel friendly and approachable, featuring cozy, colorful spaces, a seaside setting, and calming elements to help the player feel comfortable.

This is the level design I created for a mental health mobile game called Luma. The game was made for xCIT Luxembourg and I was responsible for designing the level.

The environment was built to feel friendly and approachable, featuring cozy, colorful spaces, a seaside setting, and calming elements to help the player feel comfortable.

This is part of the Luma Mental Health game. The research institute wanted something more innovative than the usual breathing mini-game to help calm the player.

So I designed a mini-game inspired by the grounding technique of noticing things in your environment, and transformed into a hidden object game mechanic.

This is part of the Luma Mental Health game. The research institute wanted something more innovative than the usual breathing mini-game to help calm the player.

So I designed a mini-game inspired by the grounding technique of noticing things in your environment, and transformed into a hidden object game mechanic.

This is part of the Luma Mental Health game. The research institute wanted something more innovative than the usual breathing mini-game to help calm the player.

So I designed a mini-game inspired by the grounding technique of noticing things in your environment, and transformed into a hidden object game mechanic.

This is from when I tried to make a Jenga game in Spline, and as you can see, it’s full of bugs but that's okay, testing was kinda the point.

It’s part of a series of small exercises I created to test what kind of games I could build in Spline.

This is from when I tried to make a Jenga game in Spline, and as you can see, it’s full of bugs but that's okay, testing was kinda the point.

It’s part of a series of small exercises I created to test what kind of games I could build in Spline.

This is from when I tried to make a Jenga game in Spline, and as you can see, it’s full of bugs but that's okay, testing was kinda the point.

It’s part of a series of small exercises I created to test what kind of games I could build in Spline.

These are the first exercises I ever did in Spline. Two of them are tutorials, and the other two were created by me.

Whenever I start learning a new software or begin a new project, I like to begin with a few tutorials and small experiments before moving on to a bigger project, just to test the waters.

These are the first exercises I ever did in Spline. Two of them are tutorials, and the other two were created by me.

Whenever I start learning a new software or begin a new project, I like to begin with a few tutorials and small experiments before moving on to a bigger project, just to test the waters.

These are the first exercises I ever did in Spline. Two of them are tutorials, and the other two were created by me.

Whenever I start learning a new software or begin a new project, I like to begin with a few tutorials and small experiments before moving on to a bigger project, just to test the waters.

This is a small game called Transylvania Walking Simulator. You play as a villager in Transylvania trying to reach your castle at night, but you have to shine light on the vampires to scare them away.

I experimented with different difficulty parameters to create a balanced experience. The difficulty parameters are: character speed, light cone radius, and enemy count.

This is a small game called Transylvania Walking Simulator. You play as a villager in Transylvania trying to reach your castle at night, but you have to shine light on the vampires to scare them away.

I experimented with different difficulty parameters to create a balanced experience. The difficulty parameters are: character speed, light cone radius, and enemy count.

This is a small game called Transylvania Walking Simulator. You play as a villager in Transylvania trying to reach your castle at night, but you have to shine light on the vampires to scare them away.

I experimented with different difficulty parameters to create a balanced experience. The difficulty parameters are: character speed, light cone radius, and enemy count.

"Museum Trip" is a puzzle game where the core gameplay revolves around manipulating looping objects, strategically placing items, and navigating through non-Euclidean doors.

I designed part of the game’s puzzles.
My two favorites are the non-Euclidean door and the still-life puzzle, where you have to figure out the missing piece of the still-life by observing the hallway paintings around you.

"Museum Trip" is a puzzle game where the core gameplay revolves around manipulating looping objects, strategically placing items, and navigating through non-Euclidean doors.

I designed part of the game’s puzzles.
My two favorites are the non-Euclidean door and the still-life puzzle, where you have to figure out the missing piece of the still-life by observing the hallway paintings around you.

"Museum Trip" is a puzzle game where the core gameplay revolves around manipulating looping objects, strategically placing items, and navigating through non-Euclidean doors.

I designed part of the game’s puzzles.
My two favorites are the non-Euclidean door and the still-life puzzle, where you have to figure out the missing piece of the still-life by observing the hallway paintings around you.

This was the first stage of puzzle brainstorming for "Museum Trip".
It involves moving a light to reveal a hidden button, stopping time at the right moment to pass through, and changing size to navigate obstacles.

This was the first stage of puzzle brainstorming for "Museum Trip".
It involves moving a light to reveal a hidden button, stopping time at the right moment to pass through, and changing size to navigate obstacles.

This was the first stage of puzzle brainstorming for "Museum Trip".
It involves moving a light to reveal a hidden button, stopping time at the right moment to pass through, and changing size to navigate obstacles.

I worked on the level design of "Museum Trip" and drew inspiration from brutalist architecture.

The game takes place in a contemporary, abstract museum that is hallucinated by the player.

I worked on the level design of "Museum Trip" and drew inspiration from brutalist architecture.

The game takes place in a contemporary, abstract museum that is hallucinated by the player.

I worked on the level design of "Museum Trip" and drew inspiration from brutalist architecture.

The game takes place in a contemporary, abstract museum that is hallucinated by the player.

In the museum, the player can find a floating rings installation, a bowling game, and a Jenga setup. I tried to integrate as many interactive installations as possible for the player to engage with.

In a typical museum, you’re not allowed to touch the exhibits, and there’s usually a guard watching your every move. This game, however, offers a different experience where the player can freely interact with everything.

In the museum, the player can find a floating rings installation, a bowling game, and a Jenga setup. I tried to integrate as many interactive installations as possible for the player to engage with.

In a typical museum, you’re not allowed to touch the exhibits, and there’s usually a guard watching your every move. This game, however, offers a different experience where the player can freely interact with everything.

In the museum, the player can find a floating rings installation, a bowling game, and a Jenga setup. I tried to integrate as many interactive installations as possible for the player to engage with.

In a typical museum, you’re not allowed to touch the exhibits, and there’s usually a guard watching your every move. This game, however, offers a different experience where the player can freely interact with everything.

Let's talk about freelance projects, collaborations, and part-time roles.

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Let's talk about freelance projects, collaborations, and part-time roles.

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Let's talk about freelance projects, collaborations, and part-time roles.

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laura

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