Tasks
As the lead designer on this project, I was responsible for
· Designing the core concept and gameplay loop
· Writing and structuring a concise mini-GDD
· Enemy behavior design and difficulty balancing
· Combat system and player movement design
· Loot and crafting systems (drops & recipes)
· UX/UI design for VR interaction
Core Design Highlights
In this project I was able to apply and refine my game design skills across multiple areas, especially enemy AI and UX/UI. Because the game was built for VR, all gameplay elements had to remain tightly cohesive to provide a smooth, immersive experience.
The combat system is based on three directional inputs (UP, LEFT, RIGHT). Players must repel incoming attacks and immediately counter, creating a reactive flow that keeps combat engaging without causing discomfort.
 Defeated enemies drop materials, which can be combined through an extensive recipe book to brew potions and sell them.
The next step would be expanding the in-game economy system would be the natural continuation of development.
Visuals & Documentation

Artidragon design with attack patterns, stats and drop table

Mushy design with attack patterns, stats and drop table

Recipe list and crafting system overview 

Full gameplay video

Relevant tools & languages used: Unity, Google Docs, Google Spreadsheets, Adobe Photoshop, C#
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