My Game Design Portfolio
A showcase of games designed, art and writing
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Contact
Liched.phylactery@gmail.com
"If there are any survivors out there, please come to the safe haven"
As the world is overgrown and retaken by nature, you play as a farmer waking up, abandoned by his family and unfamiliar with his surroundings. All you can see around you is that, what once was owned by man, has now been retaken by nature. Your only hope of survival is following the instructions of a mysterious stranger whose voice you hear over a radio, instructing you to go to Save Haven base and join the rest of the survivors. Will you survive? Will you manage to fight your way through? Or will you allow nature to overtake you as well.
My roles
Level Designer
Project lenght
7 weeks
Team size
19 people
"Take flight and become the Champion of the skies"
That was the tagline for Aetherials concept. The goals of the game was to focus on solid fundamentals, to deliver a clear aeshetic and to just be enjoyable for players of all skill levels and on repeated playthroughs.
The result became this charming and fairly standard shoot-em up, that delievers on the intended goals and gave me many valuable lessons. Particularly in managing projects, animation and cutting out uneccessary fluff - like a narrative or a way to overcomplicated bossfight.
My roles
Gameplay Designer
Project Lenght
4 weeks
Team Size
6 people
Whiskers is a spoiled, chubby cat with a luxurious life:
Her own house, endless treats, and a doting human. Everything was great, until her little human moved out from the big house to an apartment. The human steps out briefly, planning to return in just a few minutes, but to Whiskers, it’s an eternity.
My roles
Gameplay designer
Project Lenght
4 weeks
Team Size
13 people
"Take flight and become the Champion of the skies"
That was the tagline for Aetherials concept. The goals of the game was to focus on solid fundamentals, to deliver a clear aeshetic and to just be enjoyable for players of all skill levels and on repeated playthroughs.
The result became this charming and fairly standard shoot-em up, that delievers on the intended goals and gave me many valuable lessons. Particularly in managing projects, animation and cutting out uneccessary fluff - like a narrative or a way to overcomplicated bossfight.
My roles
Artist, Animator, Designer
Project lenght
5 weeks
Team Size
4 people
Oniris Trailer
Playthrough of Oniris
Level showcase for Oniris
In Oniris, you are a librarian with the power to dive into peoples dreams and help them deal with whatever is ailing them.
Oniris is a 3D platformer inspired by the Metroidvania genre and randomisers. Each time you start up the game you get a different seed, meaning that you have to tackle the level in a different way. This being a vertical slice, proof of concept and my first time being responsible for building the levels, I learned a lot about how to communice, workflow, design, working in teams.
(Note: An Xbox controller is needed to play the game)
My roles
Level designer, Level artist
Project lenght
7 weeks
Team Size
6 people
Mockups
Crystal Carrier
Crystal Carriers is an action-adventure game where the Hero and the Princess, who is trapped in an indestructible crystal, must work together to free her, as well as the kingdom from an evil sorcerer.
The player has to use both characters to traverse the world and solve puzzles. The Hero can equip different tools, always has access to their trusty sword, oh, and they need to pull the Princess around. The princess herself has access to spells and the indestructible crystal she is trapped in.
On their journey to defeat the sorcerer they will travel through the kingdom, its forgotten dungeons and hidden lairs of their enemy. Solving puzzles using the tools, spells and the crystal at their disposal.
Original idea by David J. Prokopetz
Rhythm De Fantastico
In a world where everything is governed by the rhythm of the gods, everything has been thrown into chaos once a new god ascended. Now you, a party of adventurers, need to travel through the realms, beat the tyrannical beats of their new rulers and dethrone god.
Everything in this RPG is done in sync to beat. Exploring. puzzling, fighting; on the topic of battles, let’s talk about the meat and potatoes— er, the drum and bass of the game.
In combat you control up to four characters who are controlled using a button each. W/A/S/D or A/X/Y/B or controller equivalent. When you order them to attack you expend one action point from that character. When all of your action points are spent, there is a brief intermission as the enemy prepares to attack. Perfectly matching the beat on attack gives you bonuses and perfectly blocking the beat reduces the amount of damage you take.
After the turn switches back to the player, they get to use the menu, use an item and allocate spells to characters if they want — and then it repeats.