Arid – Lead Game Designer & Technical Designer
A Gritty, exploration-survival experience set in the Atacama Desert; the driest place on earth.
Finished game released on Steam!
- Project Timespan: 32 weeks
- Roles: Lead Game Designer & Technical Designer
Responsibilities include:
- Working with Programmers to create & implement features and optimize performance
- Creating design prototypes during the first 16 weeks of the project, guiding design and answering technical design related questions.
- Tracking 40.000.000+ daily player events, helping quick iteration processes during live development
- Designing gameplay features such as Base Upgrades, Equipment, Weather and the Day & Night cycle.
Streamlined Mastermind – Technical Designer & Producer
A compact & playful heist planning game
- Project Timespan: 18 weeks
- Roles: Technical Designer & Producer
Responsibilities include:
- Working with Programmers to create & implement features and optimize performance
- Creating design prototypes during the first 16 weeks of the project, guiding design and answering technical design related questions.
- Setting up & maintaining QA hardware and software (Build servers)
- Designing gameplay features such as Base Upgrades, Equipment, Weather and the Day & Night cycle.
Demon’s Heaven – 3Cs & Combat Designer
A compact & playful heist planning game
- Project Timespan: 8 weeks
- Roles: 3Cs & Combat Designer
Responsibilities include:
- Working with Animators to design character movement and feel
- Implementing 20+ character animations through AnimBPs
- Creating prototypes related to enemy behavior, resulting in the addition of a ‘critter’ enemy
Coming Soon!
Quantum VR – Lead Designer & Product Owner
A compact & playful heist planning game
- Project Timespan: 4 weeks
- Roles: Lead Designer & Product Owner
Responsibilities include:
- Implementing VR compatible features like Elevators & object spawners
- Designing & implementing 3Cs and setting level design requirements
- Researching & experimenting with non-euclidean geometry in VR & motion sickness
- Defining high-level development plan & researching budget