game design
game design
Key Takeways
Game design experience
Teamwork!
Organization in indie video game pipelines
Knowledge on building business plans
Kickstarter production experience
Minrathous and Dock Town
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.