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Game Design

ROLE

Game Designer · Quest Designer · Level Designer

OVERVIEW

 This section presents a selection of my game design work, covering gameplay systems, quest design, level design, UI/UX and design documentation.

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 My experience comes from university projects, Game Design coursework and Do You Know the Man with the Umbrella?, my first project developed with the intention of commercial release.

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 I work across different stages of design, from defining gameplay systems and player flows to designing quests, environments and interfaces. My focus is on creating clear, practical designs that support the intended player experience and can be effectively communicated to a development team.

YEAR

GENRES

Oct 2023 - present

RPG, action, horror, simulator, city builder

TOOLS

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Cybernetic Implant System

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A cybernetic implant system designed for a cyberpunk RPG, enhancing player abilities through a wide range of physical and mental upgrades. The system introduces meaningful customization and trade-offs, allowing players to shape their playstyle while balancing power, limitations, and resource management.

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Villager Relationship System for a Social Simulation Game

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The main goal of the system is to create relationships between the player and the villagers that would affect behavior, interactions with NPCs, and also give the player the opportunity to unlock unique events in the game that become available as relationships with the villagers change. The player will be able to communicate with the villagers, give them gifts, get closer to them, and unlock unique events and quests.

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Night-time activity system

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 The Night-Time Activity system introduces a separate gameplay phase that occurs after sunset. During this phase, production and settlement activity decrease, temperatures drop sharply, residents retreat to shelters, and risks on the streets rise — from minor disputes and thefts to marauder attacks and natural hazards.

 The night phase transforms the usual management cycle into an intense survival challenge: the player must respond to crises, maintain security and prioritize actions under limited resources.

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Do you know the man with an umbrella?

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 This section presents design documentation created for the diploma project Do you know the man with an umbrella? — a narrative-driven horror experience. It includes mechanics focused on atmosphere, tension building, and player guidance, such as environmental storytelling, light-based navigation, and interaction systems. The work explores how gameplay systems can support emotional pacing and immersion within a horror context

QTE Mechanic — A timing-based interaction system for repairing objects through sequential input challenges

Light-Following Mechanic — An environmental guidance system using light to lead the player and build tension.

Menu & Settings UI — A minimalistic interface system for navigation, settings, and pause functionality.

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Level Design

 I design gameplay spaces with a focus on player navigation, exploration, interactions, and clear player flow. My work includes level blockouts, structuring spaces around gameplay objectives, and designing environments that support the intended player experience.

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 I have experience creating and iterating on levels in Unity, working with artists and programmers to develop playable spaces from initial blockouts to production-ready environments. I also use playtesting and team feedback to refine layouts, interactions, and overall player experience.

Experience

Do You Know the Man with the Umbrella? 

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· Unity · Level Design · First project prepared for commercial release

Do You Know the Man with the Umbrella? is a first-person psychological horror game currently in development, planned for commercial release. I work on level blockouts, player flows, interactive spaces, and the placement of key gameplay and narrative events.

Responsibilities

- Creating level blockouts in Unity to define spatial layout, player movement and interactions.

 

- Collaborating with 3D artists to develop level layouts that could be translated into final 3D environments.

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- Designing levels around player experience and narrative by considering pacing, exploration, interactions and key story events.

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- Testing and iterating on levels while working closely with programmers, artists and other team members.

New Location — Level Blockout
Do You Know the Man with the Umbrella?

Early Unity blockout defining the layout, player routes and key areas of a new location currently in development.

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Quest Design

 I design quests with a focus on clear player objectives, narrative progression, environmental storytelling, and gameplay flow. My quest documentation covers player goals, quest triggers, interactions, completion conditions, technical requirements, and edge cases, allowing designs to be clearly communicated to programmers and QA.

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Quest Design Document
 A selection of quest specifications for Do You Know the Man with the Umbrella?, covering objectives, narrative purpose, gameplay flow, quest triggers, completion conditions, interactions, and technical requirements. The document demonstrates the design and implementation approach used to structure quests and communicate them to the development team.

CLICK HERE TO CHECK DOCUMENT!

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