The following two games are currently in development but as they are the most recent projects, and much larger in terms of scale and content, I have more relevant and important content to show:
An Example of System Design, Player Centric Feedback and Iterative Design, Balancing and Game Design.
Full details and rule set available
An Example of Encounter Design, System Design, Narrative Design, UI/UX Design, Game Design, and Level Design.
Full details and documentation available
This was less-than-a-week project. Thankfully we were in an amazing team, very talented individuals. I was responsible with the Level Design. Originally, we wanted to make the map bigger but due to the time constraints we decided to keep it simple and easy to finish the game.
If interested, find out more about the game on its itch page.
This was a project we (a team of two) completed under 2 days as part of the GGJ 2025 were the theme was Bubble. I was responsible with the programming as well as the design of how and where the bubbles should go around the map.
As we wanted this to be a short game, I started by assuming a bubble for every second. Very quickly I noticed the time for travel is also a factor, not to mention the discovery aspect. In the end we increased the time limit and made some of the bubbles easy to find to give the player the illusion of superiority to the game.
The other factor worth mentioning is the effect of the bubble and the sound design, which I had to make sure the player feedback is receptible towards what the player may expect a bubble sound and feels like.
If interested, find out more about the game on its itch page.
It's a very simple procedurally generated maze using behaviour tree. I was experimenting with ProcGen when I realised if I made a procedurally generated start and ends as well, I can make a maze game, and here we are with MazeBall!
There are 5 levels, each one the size and difficulty increases.
It was an attempt to make a quick level design. This was the project that taught me about constraints and rescoping. Excluding the Zombie and the torch all the content and assets of the game is created by yours truly.
It is an old project but since I learned key game design and level design principles from its failures and success, (and nostalgia) I think it is only fair to show you of my early stages of my journey.
If interested, find out more about the game on its itch page.
Please don't hesitate to reach out on my "About Me" page!