Game Design Skills
Quick Iterative Prototyping
Mechanics and Gameplay Design
Systems Design

Software Used
Most my games prototypes are designed in Unity and C#, or Unreal Engine with Blueprints and/or C++.
Below, you can see an example of how I structure my documents to allow for smooth functioning between the team.
The full extensive export of the document can be looked at here.

As a Technical Game Designer, I make sure to write highly detailed documents that ensure smooth functioning between artist and programmers.

For example, here you can see a Game Design Document for our current project, which details everything. This is for a gravity changing skating game we are working on.

The technical implementation of movement, what values should be available to the designer, what functions should be available to the artist, all are listed for smooth functioning.
Three Cs
Most my games require rigorous playtestings.
I always make sure to nail the character, controls, and camera before I start working on anything else on the game.

Balancing
Ancient Tides was a school project made by 5 people for the Mexican Museum Tres Museos.
I took part in the programming as well as the design of the collection system, making sure the collection of fishes scaled properly and was intuitive.
Game Design Process
My Game Design Process is focused on speed and number of iterations.
An example of how the game "GraviSkate" was designed can be looked at on the left.​​​​​​
The game design document can be read here: GraviSkate Game Design Document
Balancing in Ancient Tides: How does it work?
The game consisted of three areas with unique fishes to find.
You could only go to a next area if you'd find all the fishes, and to get to the next fish, you'd need to have the fish before it because the fishes were in increasing difficulty to catch.
You are unable to go to the next area because there's strong water currents preventing you from traveling through tunnels.

These ideas for balancing and making the game more incremental were made collaboratively with the team.
Unreal and Blueprinting

An example of a game I made in Unreal and how it evolved can be looked at here.
GraviTag
Unwrap Jam 2024 - #5 out of 38 Overall
GraviTag is a local-multiplayer sports game developed in 3 days with a team of 5 people. I took part as the team leader, programmer, and game designer.
Lost and Found
Lost and Found is a project that was designed and programmed by me during July-August 2023, with only external resources being used in Art and Sound.

Frail Divinity
Meta Game Jam - #4 out of 110 in Humour
This was the first game I designed and developed in a team.
The document used to develop the game can be accessed here:

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