This page showcases all the games I have contributed to, detailing my specific roles and responsibilities in each project. From initial concept development to final implementation, my contributions span various aspects of game design, narrative development, and mechanics. For those interested in exploring my individual creative endeavors, you can visit my profiles on Itch IO and Simmer IO to see a selection of my solo pieces, each demonstrating my personal approach to game design and storytelling.
You can also find a comprehensive list of my commercial works below. This list highlights the diverse range of commercial projects I have been involved in, providing descriptions and insights into the work I performed on each one.
The Wanderers | Design Director | WanderLabs & Blowfish Studios
Game director for the project, crafting the vision document that established the foundational direction for our rogue-lite bullet-hell card game. I developed a comprehensive Game Design Document (GDD), detailing core mechanics, features, and gameplay elements to communicate effectively with the Wanderverse client. To facilitate efficient delegation, I structured the GDD specifications in a clear treatment format, ensuring team members could understand and execute their tasks effectively.
A key contribution of mine was the design of the RAM (card) feature and systems, which integrates seamlessly into the gameplay to allow players to play down cards while shooting enemies. This feature supports a self-sustaining Web3 economy, structured around tournaments with prizes, providing a robust and engaging framework for players.
I also conducted in-depth gameplay reviews allowing me to assess and refine gameplay based on collected data, ensuring a cohesive and enjoyable player experience while maintaining a balanced meta.
Responsibilities
- Pitch deck creation
- Pitching & clients liaison
- Vision document creation
- GDD creation
- GDD spec treatment for delegation
- RAM(card) feature design
- Narrative design
- High level gameplay reviews
- Team management
Phantom Galaxies | Lead Game Designer | Blowfish Studios
I collaborated extensively with the Design Director on developing and refining various game mechanics and conceptual ideas for a massively multiplayer mech combat game. This involved participating in review sessions to evaluate and iterate on these mechanics and concepts, ensuring they aligned with the overall vision and goals of the project.
I contributed to the creation of detailed design specifications to guide implementation and during periods when the Design Director was unavailable, I assumed their responsibilities, ensuring continuity in the design process while maintaining the quality and coherence of our work.
Responsibilities
- High level concepting
- GDD spec writing
- High level gameplay reviews
- Task delegation
Redemption of the Damned | Lead Game Designer | MIROWIN & Blowfish Studios
I developed pitch decks to effectively communicate project concepts to stakeholders for a first-person online survival horror game. My role involved presenting project pitches and maintaining ongoing communication with clients to ensure their needs and expectations were met along with the managing the design team as lead designer.
I crafted comprehensive vision documents to guide the project’s creative direction and produced a detailed Game Design Document (GDD) outlining the design and development blueprint. I managed the delegation of GDD specifications to team members, ensuring clear and actionable tasks.
I designed a lock-and-key quest system allows quests to be carried out in an procedural open world. I also conducted high-level gameplay reviews ensuring quality and alignment with the project’s vision.
Responsibilities
- Pitch deck creation
- Pitching & clients liaison
- Vision document creation
- GDD creation
- GDD spec treatment for delegation
- Quest feature design
- High level gameplay reviews
- Task delegation
