game design
game design
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





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.