Video Game - Void Slayer
Year - 2022
Role - Technical Level Designer / Scripter
Key responsibilities:
The project was created during Global Game Jam, then further developed and released on Steam. I was responsible for the core gameplay mechanics and systems that defined the game’s moment-to-moment experience and progression loop:
• “Health = Arena” system – every time the player took a hit, the arena would gradually break apart, creating visible gaps and surrounding pitfalls. A key focus was making these changes highly readable and clearly communicated to the player.
• Gameplay loop system – to survive as long as possible, the player could “charge” a fountain. Once fully charged, it generated orbs that restored parts of the arena the player moved on. As the run progressed, more orbs spawned and at a faster pace, increasing the gameplay intensity over time.
• Destructible totem as an escalation mechanic – I implemented a destructible totem that could only spawn on intact arena tiles. The totem acted as a spawner for multiple enemy AI types and scaled their numbers as the game progressed.
Arena Degradation System
Charging the Fountain
Arena regenerate