A chilling murder rocks a quiet church, surrounded by mystery. The only clue? A strange person in 19th-century attire, slipping through the shadows. As you follow the story, stalking the quiet killer through old screens, one question haunts you: Who is behind this? Could it even be... you?
- Level Design
- Making a block-outs for levels
- Designing mechanics
- Playtest sessions
- Balancing game mechanics
- Working on GGD
This point-and-click detective game is built in Unity. The game focuses on three game design pillars: tough puzzles, a spooky story, and immersive exploration. The goal of the game is to solve all the puzzles and choose different story paths to get to the end and solve the clue of the murder. I was working with a team of six talented programmers and artists.
I was responsible for puzzle and narrative design. I also served as the team lead, I was managing time, assigning tasks, controlling departments, being responsible for team communication, and documenting the game development process.
Involvements:
- Narrative design (writing dialogue trees in ArcWeave and concepting the story)
- Puzzle Design (sketching and implementation)
- Scene Block-Out
- Writing GGD and Story Bible
Our goal was to create a game that is oriented for teenagers to demonstrate the cruelty of animal testing.
You’ve got a limited number of steps to escape each level. Can you outwit the lab and lead the rabbit to victory, or will you run out of hops?
Meet Bogdan, a rabbit who survived animal testing— but forgot his own name. With only a mysterious label to go on, he decides "B.O.G.D.A.N." sounds pretty good. Oh, and did we mention he has a second, super-smart head? Together, they must solve puzzles and avoid doctors to free their fellow rabbits.
TWEEDUUSTER PROJECT
(WORK IN PROGRESS)
- Narrative Design (concepting the story, , creating dialogue tree and narrative implementation in Unreal)
- Making a block-outs for the maze
- Designing mechanics & Level Design
- Playtest sessions
- Balancing game mechanics
- Implementing mechanics in Unreal.
This project aimed at bringing to life old legends from around the Twente area in the Netherlands. This vertical slice is an open horror game. The goal of this game is to educate players about Dutch folklore thought the story of Singraven and keep historical authenticity of the era. The player will face not only the story and the fear but with his internal conflict.
The Netherlands was the first country that stopped executing the witches. You might think it was because people stopped believing in magic, but actually, the country had its own war: Protestants clashed with Catholics. But farmers still believed in magic. You are the last Dutch witch hunter who could not understand how the nun could transform into a devil. The manor owner’s family is scared, and your mission is to get rid of the ghost nun! Do you hear it? The nun is screaming... Can you feel it? It is your heartbeat...