Role:

Systems Designer

  • Spearheaded the creation and refinement of core game systems ensuring a balanced, engaging gameplay.

  • Prototyped various gameplay mechanics, identifying and iterating on the most fun and engaging options.

  • Conducted rigorous QA testing across 100+ levels to ensure optimal functionality and player satisfaction.

  • Collaborated closely with a cross-functional team to align system designs with level design and narrative elements.

Design Process:

The inception of "Rooms of Doom" began with a vision to create a game where every room posed a unique challenge, yet felt part of a cohesive gameplay narrative. The systems designed were to not only pose challenges but to seamlessly integrate with the whimsical theme of the game. Through numerous iterations, playtests, and feedback loops, the game systems evolved to offer a balanced challenge, keeping players engaged yet not overwhelmed. The collaborative effort of designers, developers, and artists brought about a game that was not only visually appealing but a joy to navigate through, one room at a time.