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Key Takeways

Game design experience

Teamwork!

Organization in indie video game pipelines

Knowledge on building business plans 

Kickstarter production experience

Destroy waves of enemies + Escort baradium shuttles 

The second design aspect I worked on was the “life points / mad points”. Madness is a recurring theme in Lovecraft’s work, and it was particularly important for me to showcase this in the overall design of the game: when a character is hit, they lose “life points” and becomes easily ejectable. At the same time, they win “mad points” and gains physical strength.

Level Designer

May 2018 – Currently

Programs used

Project Constraints

- Project with long history of dev and reboot

- Limited Level Designers, but a solid team of every level of seniority

- I could be on the project for so much long (1 year and a half)

AAA - Level Design

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The goals were to create tension in the players, an element of surprise in the course of the game’s events, and to put forward the feeling of risk-return tradeoff.

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