Game & Level Designer: Drakon Raiders

Designed nine different units with various stats and attack abilities for engaging and tactical gameplay.

Created two different “factions” that act as different playstyles to boost player interaction and choice.

Performed balance changes via stat adjustments for well-rounded play to promote fair, competitive play.

Crafted cartoony visual effects, informative UI elements, and 4 narrative-rich and lively environments.

A turn-based strategy game with a castle siege scene, featuring green and red armored soldiers, bridges over a moat, and a user interface showing available units and ammunition.

Game Designer: Rose to Revolution

Ideated core gameplay concepts and formal elements using Miro boards with fellow game designers.

Designed a robust enemy AI for determining unit prioritization based on current stats, ability advantages, and player unit placement.

Performed game balancing through stat adjustments per unit for immersive and playability purposes.

Worked with the art team to craft a unique visual style that fit with the narrative specifications.

Two pixel-art styled characters in a video game, both armed with swords, facing each other in a warehouse-like environment with stacked cargo containers. Displayed on-screen are stats for each character's elements and stats, indicating game interface and selection options.

Game Designer: Necro Swarm

Implemented a game design document to convey the general concept of the game.

Developed the narrative, art, and design direction for the various factions, levels, and units.

Outlined the core mechanics of the game, including the objective, game flow, and combat.

Screenshot of a game design document titled "Necro Swarm" with a table of contents including sections for Introduction and Game Overview.