Game Designer
Responsible for creating
exciting abilities, robust design documents, and engaging levels.
I designed and implemented modular
abilities that work together.
Design Goal: Encourage players to fight expressively and creatively
by combining movesets, or "forms," during combat.
Tennis Form: Serve bouncy tennis balls at enemies, and redirect ANY projectile with your secondary ability!
Magnet Form: Create huge electromagnetic fields that pull enemies in, and stick them with magnetic bombs to explode groups!
Construct Form: Mark enemies with a laser to spawn small allies when they're killed! Direct them to attack or defend with your abilities.
Flame Form: Incinerate enemies with a flamethrower and an exploding oil slick! Position carefully, you're slower while firing!
...and more!
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I created and updated critical
design documents.
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I designed and grayboxed
action-packed levels that tell a story.
Design Goal: Test players' close-combat skills and ability to use conveyor belts to launch enemies into their AOE attacks.
Design Goal: Surprise players with an ambush at the end of a long conveyor belt. Give them multiple interesting paths through.
Design Goal: Let players explore a larger, darker flooded area of the factory, featuring spacious sections and 2 chokepoints.
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