My responsibilities as a gameplay designer and programmer :Â
Designed and implemented a node-based procedural map system using a Directed Acyclic Graph (DAG), enabling dynamic pathing and replayable progression across runs.
Developed a custom event system integrated with the map, featuring over 8 unique event types affecting cards, health, currency, and dynamic map alterations.
Helped balance a pool of 300+ cards and over 50 relics and charms, crafting synergies and modifiers that define unique playstyles and strategic depth across runs.
Designed relic systems serving as persistent run modifiers, enhancing replayability and encouraging diverse build experimentation.
Programmed gameplay mechanics, card interactions, and event logic in Unity and C#, ensuring smooth integration of systems and extensibility for future content.
Conducted extensive playtesting and iteration to fine-tune progression, balance, and user experience in collaboration with designers and artists.
Find out more about our studio's third game, The Drawstring Dungeon, in these devlogs.