
Hey! My name is Lexa, and I'm a New York based game designer that enjoys making cute cartoons. I grew up playing browser games, the Wii, and the DS Lite, as well as watching YouTubers play horror games such as Mad Father, Five Nights at Freddy, and Amnesia: The Dark Descent. I spend my time drawing, knitting, composing, and playing games like Mario and Luigi: Partners in Time.
My goal is to make games that spark joy or fear, with my favorite genres of games to make being psychological horror, resource management, and narrative. My journey as a game designer has led me to making games such as Penthouse Slaughterhouse and Sailing in the Dark, where I've been able to collaborate with others and learn new and fun ways to foster a positive creative environment. I've found a home with 2D art, narrative design, music composition, and concept art, and I've been spending my time dipping my toe into 3D animation as of late.
My Inspirations
I am in no way affiliated with these games, studios, or developers. This is a list of games that have and continue to inspire and influence my work.
The Henry Stickmin Series
This series not only shaped my childhood, but sparked my love for branching narratives and cartoons. Seeing the game expand into the behemoth it is today has kept me coming back to replay it over and over again.
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Doki Doki Literature Club!
This visual novel’s unsettling, meta themes and art distortion fascinated me when I first played it. It not only influenced my game themes, but introduced me to the possibilities of visual novels.
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Lifeline
The slow pace, tense narrative, and consequence of decision of Lifeline have found their way into my design style. Playing it as a 14-year-old and again at 21 has planted a seed of interest in developing real-time games.
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At Dead of Night
The maze-like level design, feelings of being watched, and knowing that you’re constantly in danger, and seeing them all tied together with a slow discovery narrative with hide-and-seek style gameplay has made this game a continuous reference for me when developing games.