My role: Generalist Game Designer
Team Size: 20+ students (Design, Art, Programming, Production, Marketing)
Engine: Unreal Engine 5
Release: July 2025 - Available on Steam
Platform: PC, Steam Deck
Tools: Unreal Blueprints, Jira, Notion, Perforce, Excel, Power BI, Google Workspace, Level Editors (Sigil), Canva, Miro, Discord
Lilith: Rise of the Fallen is a top-down horde-survival action game with a dark, corrupted aesthetic and fast-paced combat. The game was developed as the final project of our Master’s Degree in Game Design at Universidad Complutense de Madrid, by a multidisciplinary team of more than 20 students.
Our goal was to create a game that felt intense and visceral, where players survive overwhelming enemy waves while shaping the environment through an expanding mechanic of corruption. As one of the core designers, I contributed across multiple areas of the development, including gameplay systems, combat design, progression, UI/UX, documentation, narrative design, playtesting, sound design, and data analysis.
Proposed the pivot from an early hack-and-slash concept to a more focused horde-survival roguelite structure, which led to the project’s final selection.
Designed, documented and balanced the full combat system, including core abilities, upgrade trees, and player progression.
Created the design for the final boss, Olivaros, including behavior patterns, attack phases, narrative context, and balance.
Collaborated closely with programmers to ensure the gameplay felt readable, engaging, and properly paced.
Designed mockups and wireframes for in-game UI using Canva, and implemented multiple elements in Unreal using Blueprints (animated health and energy bars, XP bar, cooldown indicators, etc).
Designed icons for each ability and worked with the art department to create a color palette that could help players easily identify each individual ability, and understand the difference with Corruption effects.
Implemented animated screens for the main menu, loading sequence, and victory results, integrating visual assets from the art team with custom materials and timelines.
Designed the initial map layout using Sigil editor, which served as a reference for the final in-game level.
Structured the map to encourage lateral exploration, placing strategic pickups to reward risk-taking and enhance player flow.
Helped design the tutorial area and flow to help players understand core mechanics and game objective.
Developed internal lore documents to unify the game’s tone, worldbuilding, and visual-narrative cohesion.
Designed the five enemy archetypes and their symbolic roles within the system, and integrated the final boss (Olivaros) into the overarching narrative.
Designed the audio direction of the game, listing required SFX and proposing an adaptive soundtrack system based on the corruption level.
Acted as liaison between design and sound teams, supplying mood references and detailed feedback to support a cohesive soundscape.
Contributed to the overall balance and tuning of various game systems beyond my direct responsibilities. This included supporting the design and iteration of corruption progression, corruption effects, and enemy wave pacing, ensuring that all systems worked cohesively to support player experience and game difficulty.
Provided feedback on implementation, tested adjustments in-game, and collaborated closely with the rest of the design team to align vision and gameplay feel.
Created playtesting forms and received player feedback during live playtesting sessions.
Analyzed telemetry data using Excel and Power BI to identify balancing issues, difficulty spikes, and UX bottlenecks.
Maintained extensive and up-to-date documentation in Notion, covering game concept, meeting minutes, abilities, balance sheets, UI flow, lore, progression, metrics, build notes, boss design, etc.
Regularly presented project progress to tutors, acting as design spokesperson in several review sessions.
Maintained strong interdepartmental communication, ensuring alignment between design, programming, sound, technical art and art.