Design Documents

One of the aspects I find enjoyable about game design is writing documentation and creating spreadsheets. Below you’ll find some examples  of documentation that I’ve written for both personal projects that exist only on paper or as a prototype and projects that have actually shipped as well.

PROJECT OTHERWORLD – Personal Project

Project Otherworld is a micro, midcore 4X strategy game which I designed a gameplay overview for. The goal was for me to try to create an overview document along with spreadsheets to gain the experience of designing 4X game mechanics, trying to reduce the scope of a typical 4X experience, and coming up with a baseline balance sheet for the units and  upgrades in the game.


PROJECT ESCAPE – Personal Project

Project Escape is a roguelike, action 4X game which I designed. The project itself is currently a partially developed prototype, but the design document below gives a good sense of what the game would look like if it went into full production.


TAILS OF WAR – WolverineSoft Studio

Tails of War was my fourth project with WolverineSoft Studio.  The project itself was a case study of games like Advance Wars and Wargroove.

Over the summer (2023), I was responsible for designing the prototype for a small programming team who was initially trying to build multiplayer infrastructure for the studio’s current and future projects. For the second half of the project, I designed maps, terrain, and unique gameplay features.


CELLOSSEUM – WolverineSoft Studio

Cellosseum was my third project with WolverineSoft Studio. The game is a top-down, twin-stick shooter where the player has to survive endless waves of increasingly difficult enemies. My main role was to create the game’s upgrades as well as designing miscellaneous systems (such as the XP curve for the player leveling up).


CURSE OF THE CORSAIR – WolverineSoft Studio

Curse of the Corsair is a top-down, action RPG where I was a level designer as well as a technical game designer.

Below you’ll find the link to the documentation I wrote for the tutorial level I designed as well as the technical documentation I wrote for the team on how to use the tilemap system in Unity.


MODS

I’ve recently gotten into modding as a means of getting better at Lua in a game development context. I’m currently working on mods for both The Binding of Isaac and Crypt of the NecroDancer.


Scroll to top