Personal Projects

Wheels of Destiny

Game Designer and Director

Wheels of Destiny is currently in its proof of concept state.

With a group of 4 people with me as the Game Designer and Director, Wheels of Destiny was developed in only 2 months and brought to its current state.

I have created the entire stat sheet for the game for an initial demo and worked on combat and numerical design, as well as lead my developers and artist on their works.

Final Fantasy XIV

Dungeon Boss Design Assignment

This document is for a Game Designer application Square Enix Japan requires.

The requirements are as follows:
A document summarising the plan for one dungeon boss of your own creation in FINAL FANTASY XIV, including the following requirements:
- A boss that can be conquered by a party of four
- A dungeon that can be played over and over again
- It should be of the same difficulty level as existing instance dungeons
- It should be well-structured as a game proposal or specification document

Preparing this document was seriously fun and exciting. As I play loads of FFXIV myself, with the knowledge I have from all the previous dungeon bosses and the current design phylosophy the developers have helped me with a very smooth design process. The Rubik’s Cube idea is something that has been in my design notes since 2021 as well, so I was very well equipped in the design of this boss.

Axolocomotive - Designer/Programmer

Our team designed the game around the game jam’s theme, “Repair”, and as we had a small unrelated conversation about axolotls before, we thought a game about an axolotl would fit the theme rather well.

I have designed the repair theme in a way where it wouldn’t be limited to the axolotl only. Set in a post-apocalyptic world, the main character aims to “repair” the world, going around places in a train. While on the move, the player also needs to repair the train and the tracks they go on, as well themselves. Because they are not only an axolotl, but a cyborg axolotl at that. The cyborg idea was necessary to justify the speed at which the character heals themselves, as well as being bipedal.

After the ideation and initial designs, most of the time was spent on programming, as Clickteam Fusion does not easily allow shared work, and its visual coding is basically hard coding with extra steps. This was my first experience in noticing the lack of a bridge between design and coding, and this set me on the path to choosing Technical Game Design as the area I wanted to focus on.