Games!

Game Mechanics, Systems Design, Game Balance, Narrative Design, Level Design. These are projects I have worked on by myself or in a team! Please check out the various works to learn more.

Virusbound

Design Focus: Game Mechanics | Systems Design | Game Balance | Narrative Design
Virusbound is a tactical role-playing game (TRPG) set in a dystopian world transformed by a mysterious virus, where power and immunity shape combat. As the designer, I developed an innovative system allowing players to customize their forces by harnessing viral mutations or resisting them through immunity-based abilities. With a deep class system, high-stakes mechanics like Viral Blast, and dynamic encounters, Virusbound challenges players to adapt, strategize, and survive.

Epocrypha

Design Focus: Game Mechanics | Systems Design | Game Balance | Narrative Design
Epocrypha is a trading card game (TCG) that I’ve designed from the ground up, crafting its core mechanics, balance systems, and lore. As the sole designer, I developed a unique two-tier strategy system where players take on the role of a leader, shaping their deck and battlefield strategy to match their strengths. With distinct faction mechanics, deep customization through the Promotion system, and a variety of playstyles, Epocrypha merges immersive storytelling with strategic deck-building.

Baked

Design Focus: Game Mechanics | Systems Design | Game Balance| Narrative Design | Level Design
Baked is a survival exploration game where stealth, tension, and strategy are key. Players must navigate an enemy-patrolled environment, locating five terminals to escape and reunite with their family. One wrong move means game over, making every decision a test of patience and precision. As the designer, I focused on creating dynamic stealth mechanics and environmental challenges that heighten the feeling of vulnerability and urgency.

Sort it Out

Design Focus: Level Design | Game Mechanics | Systems DesignSort It Out is a first-person platformer that blends platforming, puzzle-solving, and environmental awareness. Created during a game jam focused on positive world changes, my team designed an immersive level where players clean and recycle at their own pace. As a level and gameplay designer, I helped shape a traversal system that allows for creative movement, making cleaning both fun and rewarding.

Nocturne Manor

Design Focus: Narrative Design | Game Mechanics | Level Design
Nocturne Manor is a music-infused puzzle adventure where light, melody, and mystery intertwine. As a designer, I worked on storytelling, mechanics, and level design to craft an eerie yet captivating experience. Players must navigate a haunted mansion, solve musical puzzles, and uncover the tragic tale of a once-great musician.

Killer Vortex

Design Focus: Game Mechanics | Systems Design | Game Balance
Killer Vortex is an arcade-style game where players control a growing vortex in space, swallowing smaller objects while avoiding larger threats. Designed for the Kenny Jam, our team overcame strict asset limitations to create a polished and engaging experience—earning 13th place out of 295 entries. As a designer, I focused on gameplay balance and dynamic gravity interactions to ensure each playthrough was exciting and rewarding.


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