MARLÈNE DELRIVE
I’m a game & narrative designer with a background in art history. I've touched design, code, and art, and I always say that I'll try anything at least once.
I love making players feel something and telling stories through gameplay.
MARLÈNE DELRIVE
I’m a game & narrative designer with a background in art history. I've touched design, code, and art, and I always say that I'll try anything at least once.
I love making players feel something and telling stories through gameplay.
Game/narrative designer and artist on As Long As You're Here, an emotional family drama about Alzheimer's disease.
The game was inspired by my grandmother that I lost to Alzheimer's Disease. It started as a student game in 2018 (called Forgotten) at the IT-University of Copenhagen.
As Long As You're Here successfully released in October 2025. Learn more here.
Gameplay designer on a small team touching everything from game mechanics, level design, coding, art, VFX, audio, UI, UX…
I was part of developing live content for 4 years, from several new campaigns to special events and led a complete overhaul of the in-game hub and menu.
I was enrolled as gameplay designer on Triband’s next 'WHAT THE…?' adventure for early prototyping as well as developing live content. I designed the mini-games and overworld of the 'SANDSTORM!' update, a Mad Max-inspired world. I also created mini-games for 'Carmong Us', an Among Us themed collaboration.
WHAT THE CAR? is dynamic, full of breakable physics objects, and bears. Lots of bears.
Game & Level Designer with a focus on difficulty/progression as well as creating intuitive touch-based mechanics. I also led the development of 'Instabot', an in-game social media platform where you can post and react to others' posts.
The game was made during the DADIU programme in Copenhagen in 2019 with a team of 15 people.
Unfolding is a procedural toy developed together with Jordy van Opstal as part of our Master thesis project on co-authorship in games at the IT-University of Copenhagen.
It explores how to make expanding grammars into gameplay mechanics, and it mixes authoring the zoomed-out narrative arc of a story with the zoomed-in exploration and unfolding of text. I designed, researched, and wrote the story.
More on itch.io…
A small auto-biographical 'game' about coming home from A MAZE. in Berlin and getting sick. Created in 1 day, while sick.
A very early exploration of puzzle mechanics, made in Puzzlescript. Taking inspiration in the typically dreaded experience of going to IKEA for the first time with a significant other, it explores how a few simple mechanics can convey the dynamics of a dysfunctional heteronormative relationship.
When she moves right, he moves left, and only he can push objects. Get the item and both of them safely to the checkout area.