The Lost Powder is a point-and-click adventure game set in an alternate version of feudal Japan. Players take on the role of an investigator tasked with solving a mystery surrounding a strange and powerful powder.
This project was developed as part of a school sprint project. Unfortunately, due to time constraints, the game was never fully completed. Despite this, I am very proud of my contribution to the project, particularly my work in level design and world scaling.
To support the artistic team, I modeled almost an entire city in 3D, establishing a consistent sense of scale and proportions throughout the environment. This allowed the artists to create the game's 2D scenes while maintaining believable dimensions and spatial coherence across the world.
Pisces Madness is a strategy game prototype created in Figma to simulate and test core gameplay mechanics before production.
The game is centered around fishing and aquatic life, allowing players to catch, control, and mutate fish while building their own unique ecosystem. Gameplay is based on turn-based strategic decision-making, where players must carefully manage their resources and adapt their tactics to achieve their objectives.
My work on this project focused on designing and prototyping gameplay systeme and also by making the 2D asset in pixel art, exploring player interactions, and testing the overall game flow. By using Figma as a prototyping tool, I was able to rapidly iterate on mechanics and validate design ideas before any development work began.
During my third year of studies, I worked as part of a team on a level design and map design project inspired by the Uncharted series.
Our objective was to create an original level that could fit within the world of Uncharted while respecting the franchise's approach to exploration, traversal, and environmental storytelling. To achieve this, we conducted research on the architecture, history, and visual identity of our chosen location.
For this project, we drew inspiration from Petra, the ancient city carved into sandstone cliffs. We studied its unique structures, pathways, and landmarks to create a believable environment that captured the spirit of adventure and discovery found in Uncharted games.
My contribution focused on level design, map layout, and player progression, ensuring that the environment guided players naturally through exploration sequences while maintaining visual interest and a strong sense of place.
https://sidnghtmr.itch.io/fear-the-unseen
Fear the Uneans is a multiplayer game project developed as part of my studies in Game Design. I worked on this project as part of a team, with the goal of creating a cooperative multiplayer experience.
Our main inspiration was Dredge, particularly its atmosphere of exploration and tension. In Fear the Uneans, two players must work together to operate a ship. Each player is responsible for different parts of the vessel: one controls movement while the other manages the canon. Success depends on communication and coordination as the players face monsters lurking throughout the archipelago and attempt to reach the end of their journey.
Although we did not have enough time to fully polish the game and resolve all of the remaining bugs, the project successfully demonstrated our core gameplay concept and our ability to design a cooperative multiplayer experience.
Despite its imperfections, I am very proud of what our team achieved. This project allowed me to develop my skills in game design, teamwork, multiplayer gameplay design.
Unwelcome is a survival horror game in which the player takes on the role of a young woman who has recently moved into a new home. One night, after getting up for a glass of water, she discovers that a serial killer is attempting to break into the house. The gameplay revolves around preventing the intruder from entering while surviving the escalating threat.
This project allowed me to explore and better understand pacing, particularly in the way events are structured to build tension and maintain player engagement. My main contribution, however, was the complete creation and implementation of the game's audio. In addition to working on the game design, I was responsible for all sound effects and audio elements throughout the experience.
Although a dedicated sound design specialization was no longer available, this project provided me with an excellent opportunity to develop my skills in a field I am deeply passionate about. It was a valuable experience that strengthened both my technical abilities and my understanding of how audio can enhance immersion and storytelling in games.
https://toxily.itch.io/unwelcomed