tiny experiments

tiny experiments

Just a collection of my favourite small projects and ideas

This is a small exercise of an interactive building complex, just a quick prototype.
I made the module with Spline in about two days (Spline is a tool for creating interactive 3D on the web)

I made the textures of the round building in Figma.

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.
I made the textures of the round building in Figma.

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.

This is a small exercise of an interactive building complex, just a quick prototype.
I made the module with Spline in about two days (Spline is a tool for creating interactive 3D on the web)

I made the textures of the round building in Figma.

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 decipher the text and choose the correct medicine.
I wanted a custom medical alphabet but got stuck for a few days because I didn't know how to start making one.
Then I remembered my terrible handwriting at 11, pulled out an old journal, and started vectorizing it.

I never imagined my sparkly 11 old scribbles would help with 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 my sparkly 11 old scribbles would help with 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 decipher the text and choose the correct medicine.
I wanted a custom medical alphabet but got stuck for a few days because I didn't know how to start making one.
Then I remembered my terrible handwriting at 11, pulled out an old journal, and started vectorizing it.

I never imagined my sparkly 11 old scribbles would help with 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, with cozy, colorful spaces, a seaside setting 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, with cozy, colorful spaces, a seaside setting to help the player feel comfortable.

This is part of the same "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 same "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.

Here 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.

Here 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 the castle at night, but you have to shine light on the vampires to scare them away. (I'm Romanian, I should know)

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 the castle at night, but you have to shine light on the vampires to scare them away. (I'm Romanian, I should know)

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 from a puzzle game called "Museum Trip"

I and drew inspiration from brutalist architecture when I worked on the level design.

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.

This is from a puzzle game called "Museum Trip"

I and drew inspiration from brutalist architecture when I worked on the level design.

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

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.

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

laura

CONTACT

hello@lauramierea.com

SERVICES

Level Design

UI/ UX Design

Interactive 3D

Laura Mierea, Designer based in Cologne

Laura Mierea
Designer based in Cologne

©laura mierea 2025

©laura mierea 2025