Doll Parts
A narrative 3D platformer about a doll.
Soulscape
A relaxing and artistic 2D platformer.
Animation
Gaia's Brewery
A a cozy narrative based potion crafting game.
Atten-hut!
A marching band rhythm game.
Concept Art
untitled.MOV
A spooky found footage analog horror inspired game.
Earl Let Me Pet You
A hide and seek game about a girl and a cat.



Doll Parts
Lead Game Designer, Programmer, Level Designer
Overview
Doll Parts is a project I'm currently working on as the capstone projects for my 4 year degree in Game Design. It is a single-player side-scrolling narrative based 3D platformer.Development Process
I originally began working on this project in Spring of 2024. My good friend Stella Barbagiannis came to me with the idea for a game based on a doll with detachable limbs. That mechanic was eventually scrapped as we iterated and started filling in the narrative aspects of this doll's world.
The game eventually became an homage to our own childhoods and to the terrifying feelings surrounding our girlhood.
We are currently developing this project in Unity, with the use of the Malbers Animal Controller asset pack. The player will be able to navigate a familiar, yet surreal, depiction of a childhood home, as they play as a doll on a mission to help her owner.
I have been responsible for a multitude of roles including the development of core mechanics and gameplay, as well as level and environmental design.Playtest Events
The current release date for this project is in May of 2025. It was included in a playtest event held at Hex House in Brooklyn in December of 2024, and a demo was shown at GDC in March of 2025. It will be available for download on Steam and itch.io.


Gaia's Brewery
Lead Artist, Concept Artist, UI Designer, Programmer
Overview
This project was created as a narrative-based school project in which I was the Lead Artist.Development Process
Taking inspiration from "cozy" games, such as Animal Crossing and Stardew Valley, we decided to create a game about running a potion shop. We spent time building out the world using Caro Asercion's i'm sorry did you say street magic. After creating several beloved characters, such as Ethel and George who you can see in Gaia's Brewery, we developed the story of our main character.
Emaline is a nursing student from the nearby city. Her parents are strict and no-nonsense, believing in practical science over the frivolity of magic and potion making. When Emaline receives a letter from the town mayor of Misty Hollow informing her that her late aunt Gaia has left her potion shop to her neice, Emaline decides to put her career on hold to keep her aunt's memory alive.Art Design
For the art, I decided on a low-poly style with simple, flat, but vibrant colors. For me this style has always been nostalgic of games I would play growing up on the DS, GameCube, and even Wii.
I felt that this nostalgia would work well with the atmosphere of the game and its themes of yearning, ancestry, and forging one's own path.
You can see some of my concept art in the gallery below.

untitled.MOV
Producer, Game Designer, Programmer, Level Designer
Overview
untitled.MOV was one of the first games I made as part of a team, as well as my first foray into creating games in a 3D space. The initial idea came from one simple mechanic: you are stuck in a space with a monster you cannot see.Development Process
The core gameplay mechanics quickly came together. In the game the player must navigate a maze-like structure, akin to the internet phenomenon of the backrooms, searching for a way out. If and when they encounter the monster, they must cover their eyes and look away, unable to move until the monster passes by.
This project was so much fun for me as someone with a huge love for the horror genre and horror games. We took a lot of inspiration from analog horror for the aesthetics of the game, and just had fun crafting the atmosphere and narrative of each level.

Wizard Wardrobe
UI Designer, Concept Artist, Asset Creator
Overview
Wizard Wardrobe was a small final project created for a UI design class. My group decided to take the assignment a step further by turning our project into a fully function game---albeit with limited assets.
Our idea was to create a dress up game, reminiscent of the late '90s and early '00s flash games that many of us are so fond of. Except this one is about wizards!Development Process
Our process was relatively simple. I was responsible for prototyping the initial wireframe as well as transitions and interactions. I collaborated with my teammates to create a variety of assets including clothing assets, environmental assets, and UI assets.
I had a ton of fun working on this lighthearted and goofy project!


Soulscape
Game Designer, Programmer, Artist
Overview
Soulscape was a solo development project as part of a class assignment in my first year of game design. Our assignment was to create a 2D platformer based on a myth or urban legend. Because I'm a total nerd for Greek Mythology, I chose to base my game on the myth of Psyche and Eros.
I won't bore you with the details of this myth, but it's always been a story that, for me, is comforting, yet nostalgic. I wanted my game to reflect that.Development Process
One of my main inspirations for Soulscape was Gris. I loved the idea of my player feeling super small in the world around them. And I wanted the world to feel like an art piece, like you've just stepped foot into an Impressionist painting.
In this game you have two special movement abilities granted to you by the gods: dashing mid-air and wall jumping. As this is one of my earliest coding projects, I had difficulty with making the wall-jump happen properly, but through a lot of trial and error I eventually figured it out.
By no means is this game perfect, and I've learned a lot in the years since I worked on it. If I were to ever go back to a project, this would be the one. I have so much more knowledge and expertise than I did then and I would love to make this game even better!Animation
You can find more information about my animation process for Soulscape on my animation page.

My character was based on the children's book The Tale of Despereaux. Despereaux is a mouse who sets out to rescue a human princess from rats, armed with a sewing needle as a sword. As a game character, I imagine this mouse to be similar to that of The Knight from Hollow Knight.Below you can see my spritesheets, however sprites were manipulated in-engine as well to create punchier animations.
Animation
The Mouse
The mouse was created for an Animation for Games class. Our assignment was to come up with a character that we could then create various animations for-- showcasing their personality-- such as an idle, run, ledge climb, and hurt animation.
Another important aspect of the assignment was to set up the animations in Unity Engine to respond to player input.

Soulscape
For her character, I was inspired by games such as Gris and Oxenfree, which feature small, abstracted characters in a large world. I also took influence from the works of artist Holly Warburton whose use of color and shape are reminiscient of 19th-century Impressionist paintings.
I wanted her animations to feel light and effortless, like a ballet, so I simplified her form to emphasize the movement of her legs along with follow-through from her hair and clothes.
As this is one of my very first animation projects, I would love to revisit this character design one day and apply much of what I have learned about character design and animation over the last few years.

Soulscape was a project done within the first year of my Game Design program--my second game ever. The premise was to create a game based on a myth or legend; I chose the myth of Psyche and Eros.
As Psyche is a classic human figure in a much larger Greek mythos, I wanted her to feel small in the space of the world she inhabits and that the player explores.



Concept Art
The Pastoral Girl
After modern electric-based technology becomes defunct, humanity must return to older methods of survival and production. Mass production becomes a thing of the past. I iterated on the various peoples of this world.

The process for this design included iterations of thumbnail sketches, clothing, and poses before settling a single final, character design. It was created for a character design class.
Other

About Me
Nice to meet you! My name is Lillian Harris and I am a Game Designer and Artist based in Brooklyn, NYC. I was born in Middletown, CT and have spent a significant portion of my life living in Sanibel, FL.I will graduate in May 2025 with a BFA in Game Design from Pratt Institute.