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.


ENHANCE

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.

SOLO PROJECTS

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.