My Role: Game Developer, Tech Designer, System Designer
Worked on:
Design of the game
UI/UX
Systems & Tools
Genre: Turn-based strategy, Rogue-like
Engine: Unity
Platform: PC (Steam)
Team Size: 6 Persons
Duration of Project: June 2025 - On going
My Role: Game Developer, Tech Designer, System Designer
Design of the game
UI/UX
Systems & Tools
Genre: Turn-based strategy, Rogue-like
Engine: Unity
Platform: PC (Steam)
Team Size: 6 Persons
Duration of Project: June 2025 - On going
Poker, Puzzles and souls in a dark roguelike.
Switch the grid, build combos, defeat powerful dealers in a cursed casino where your soul is the ultimate ante.
It is a strategic game in which the player can move columns and lines in a grid filled with powerful tiles that damage the enemies and activate combos.
Most of the game is actually subject to a non-disclosure agreement (NDA) and only follows the disclosable content that is not subject to it.
During this project, I was responsible for designing and developing a suite of internal tools aimed at streamlining the production of handcrafted levels, with a strong focus on modularity, scalability, and ease of use for designers and artists.
Enemy System Development
Designed a spreadsheet management tool to track and balance enemy data, including behaviors, attributes, and stats.
Implemented an import pipeline for Unity, enabling automatic generation and configuration of enemy prefabs directly from CSV data.
Improved data consistency and reduced iteration time for enemy balancing
Level System Development
Created a level design spreadsheet to simplify the process of defining layout, structure, and gameplay parameters.
Built a Unity integration tool for importing levels, allowing designers to test iterations rapidly without manual setup.
Enhanced collaboration between design and programming teams by ensuring a clear data-driven workflow.
Progression System Development:
Developed a difficulty tracking spreadsheet to monitor and adjust level progression for a smoother user experience.
Dialogue System Development:
Built a multi-language dialogue authoring spreadsheet using CSV files to centralize narrative content.
Created a Unity importer that automatically generates dialogue databases, supporting localization and version control.
Reduced localization errors and simplified narrative iteration cycles.
By adopting a data-driven approach and modular design philosophy, I significantly improved the development pipeline efficiency, enabling faster iteration, better designer autonomy, and a more maintainable project structure.