Dissonance is a tower defense game where everything, from the enemies to your towers, acts on the beat. I was tasked with designing instrument-based towers with unique attack patterns that 1. provided a variety of possible strategies and 2. captured the feel of the instruments they were based on.
I took on the design challenge of reverse-engineering a one-page design for a level in the puzzle game Storyteller. In boiling down the puzzle to it's essentials, I was able to communicate only what was necessary while still giving enough information to implement the puzzle in-game.