top of page

Unannounced project


On this project I have worked in a Game Designer position. I've primarily worked on this project throughout its pre-production stage. This is an unannounced game still in development, so I will try to talk about what I can.

On this project I've been working closely with the creative direction and design leadership to create and deliver the early proof of concept prototypes, create new design documents and iterate on them, create and evaluate various prototypes, pitch and prove out various game mechanics and concepts. Below is a brief summary of what I've done on this project.


  • Created Action Blocks and prototypes for various game concepts and mechanics.

  • Scale feeling: convey the feeling of facing a massive enemy.

  • Super agent: immersive fantasy of being a sneaky infiltrator like Sam Fisher.

  • Narrative delivery: a compelling blend of gameplay and narrative as giant enemies fight each other and interact with the player.

  • Space station traversal: convey the scale and vastness of navigation in low G.

  • A series of direct combat action blocks with different styles and approaches to level layout and combat: head on direct, cover based, flanking based, mobility and parkour based, gadget based, long range, closed quarters, skirmish.

  • Variable enemy scale combat: compelling combat levels and encounters for different scales of enemies - player sized, significantly larger, building sized.

  • Responsible for pre-production deliverables level design, blockout and scripting.

  • Created paper designs, collaborated closely with engineering and art to implement various weapons, gadgets and gameplay mechanics, strike team work.

  • Worked with leads to create Game Design Documentation.

bottom of page