Projects

Mëtzlson


Mëtzlson is a scifi first-person shooter developed by Team Qurax Tere in Fall of 2020. My main position was that of a designer, but I also created visual effects and UI assets, and I was responsible for the game's testing process.

Our creative director came up with the concept for the game, and as a designer I did my best to fulfill their vision while keeping the game coherent and enjoyable. The wonderfully bizarre control scheme, an enemy wave spawning system and some other elements made my job challenging, but in the end I'm happy with the results.

This project was done completely remotely, and as it was the first time for most of the team, it provided a lot of challenges on its own. Being a team lead of sorts on top of that made the project extra taxing for me, but it's like the saying goes; diamonds are formed under high pressure.




Astromage: Rage of the Elements


Astromage: Rage of the Elements was developed as a part of my game development studies at KAMK. Our prompt was to create a "vertical slice with a challenge", and we picked developing a Virtual Reality game as our challenge. So this was not only my first VR project, it was also my first time working as a dedicated game designer.

Our team, Violet Roses, consisted of 6 members, and I was responsible for game design, music and sound design. I also worked on several art assets, such as the UI buttons and some 3D models, and I put together the first trailer for the game.

As a designer I got to design the level, flesh out the mechanics, create a compelling story and be responsible for the GDD and the documentation in general.




Spinner Rush


Spinner Rush is another project I was part of during my studies at KAMK. The goal of that project was to create a 2D mobile game (programmed in C++), and not only did we succeed in creating it, we published it properly as well! And this time not on itch.io, but instead the Google Play Store.

Because 3 out of the 5 members of our team were programmers, and the fourth was a producer, I had to wear many hats in this project. I worked as the sole artist in the project, and I also took responsibility of music and sound design (though Cecil Opia saved our skin with their musical prowess!) While everyone took part in designing the game, I took a bit more incentive with it as I came up with the concept for the game, and having less dedicated designers usually results in a more refined vision.




Stellar Leap


Stellar Leap is a game project from 2019 developed by a team of five people (closer to four, to be honest.) We didn't have nearly any restraints as to what we were allowed to make, and after some brainstorming we decided to go with an idea of mine. And so begun the development of Stellar Leap, a scifi-themed grappling hook platformer.

As you might be able to tell, our game drew a lot of inspiration from other games with similar gameplay, genre or the game feel we were aiming for. A Story About my Uncle is probably the closest regarding gameplay, and Portal is a prime example on how to make good physics-based platforming games, although Stellar Leap doesn't have any puzzle elements like Portal does. And then there's the surfing mechanic in some Counter-Strike games, which has an interesting smoothness and flow to it that we wanted to recreate in Stellar Leap (with little success.)

Our team participated in the Assembly 2019 Gamedev competition with this game.




Split Seconds


This is a text-based game I created with the intent of exploring the design space of branching paths. What happens in the story is directly influenced by your actions, but different actions might lead into some same events. There was another little experiment I decided to conduct, but I won't spoil what it is... You'll surely notice it if you play the game from start to end a couple of times.

(I should also mention that you might run into some gruesome scenarios in the game, so... tread with caution, if your sensitive to blood or severe bodily injures.)

Split Seconds was created with Twine, which I think is a great tool for not only creating little text-based games, but also for prototyping features or cutscenes from a larger project as well.





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