A Third Person Action Platformer with Roguelike Elements, where you run, jump, and punch your way across desert rooftops, rusty machinery, and smoking robot heads in search of your lost grandfather.
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As Technical Game Designer I contributed with the following:
- Pitched, designed, prototyped, and implemented various character movement and combat systems, taking them through a full development cycle.
- Owned designs and saw them through to completion by staying within scope and collaborating with programmers, animators, and other disciplines.
- Pitched, designed, and implemented numerous interactive level elements for level designers to use.
- As design lead I formed and communicated a shared vision in close collaboration with other leads and stakeholders, and reviewed design work.
A Physics Based Puzzle Game for Mobile, where you change the direction of gravity to feed cute alien candy into the mouth of a sugar-addicted space creature.
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As Technical Game Designer I contributed with the following:
- Pitched, designed, and prototyped our core puzzle mechanics.
- Used C# to write and maintain all code for the game, including time rewind, UI, and more.
- Conducted playtests to inform decision making, and improve the onboarding puzzles I designed.
- As product owner I built shared vision, scheduled tasks, reviewed work, and communicated with stakeholders.
A Hex Based Game Engine built from scratch, which features an easy-to-develop-for hexagonal grid, level and object editing, 3D rendering and lighting, as well as integrated Lua scripting.
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As C++ Engine Programmer I contributed with the following:
- Developed the system that generates and handles the hex tiles, which includes for example translating screen coordinates to hex coordinates.
- Used a library called Cereal to implement level data serialization.
- Scripted 5 small games in Lua to test and show off our engine's capabilities.
- Streamlined the user experience by making all hex queries relative, which meant users did not need to learn about cube coordinates.
Published Personal Projects
(All work on the following projects, from concept to playtesting, was performed by myself. Exceptions are mentioned.)
This game was developed during Brains Eden 2019 together with Ekaterina Kafelova, Gabriel Joyce, Tali Di Girolamo, and Peter Gatchev (Team Bacon Pancakes) and won Best Art. The version you see now received a little extra polish.
In Caterang you wield a boomerang to defend your cat statue from incoming enemies. Teleport to adjust your boomerang's trajectory and combo your attack. The more enemies hit with a single boomerang, the more your chain-lightning power will charge.
Cool things I did
Made with Unreal Engine 4 for PC in 2019. Published on itch.io.
In Caterang you wield a boomerang to defend your cat statue from incoming enemies. Teleport to adjust your boomerang's trajectory and combo your attack. The more enemies hit with a single boomerang, the more your chain-lightning power will charge.
Cool things I did
- Iterative Game Design through prototyping, playtesting, and collaborative evaluation with other technical designer.
- Prototyping Control Schemes in a way that allows switching between them on-the-fly for efficient back-to-back testing.
- Technical Implementation of various systems, like enemies, chain-lightning ability, game-loop, UI, and Highscore system.
Made with Unreal Engine 4 for PC in 2019. Published on itch.io.
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Click the gif for Youtube video.
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Mid Air Smash is an online and local multiplayer game about smashing on other player's heads that brings out players' competitive spirits.
The game's mechanics are few and simple, but the resulting dynamics highly engaging. Dodging another player's attack to quickly follow up with a smash of your own requires skill and is very rewarding. (The initial concept was designed together with a friend, after which I kept working on Mid Air Smash by myself)
Cool things I did
Made with Unity in 2016. Published on itch.io.
The game's mechanics are few and simple, but the resulting dynamics highly engaging. Dodging another player's attack to quickly follow up with a smash of your own requires skill and is very rewarding. (The initial concept was designed together with a friend, after which I kept working on Mid Air Smash by myself)
Cool things I did
- Network Programming using a Unity plug-in called Photon. This gave me some insight into concepts like package smoothing and client-side prediction.
- Polishing Character Movement by defining, implementing and tweaking various variables to get the necessary control.
- Continuous Playtesting throughout development to ensure my iterations bring the most value possible.
Made with Unity in 2016. Published on itch.io.
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Click the gif for Youtube video.
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Avoid The Obstacles is an arcade style local multiplayer game in which 2 players cooperatively avoid obstacles at an infinitely increasing rate to break the highscore. If you grow your own character, your partner's will shrink, allowing them to pass through tiny gaps.
I developed this game completely by myself before starting my Game Design study at NHTV. Though not my first or biggest project, this game taught me a lot about playtesting, collecting feedback, and iteration.
Cool things I did
Made with Unity in 2015. Published on itch.io.
I developed this game completely by myself before starting my Game Design study at NHTV. Though not my first or biggest project, this game taught me a lot about playtesting, collecting feedback, and iteration.
Cool things I did
- Procedural Level Generation for the endless mode. I achieved this by creating a system that seamlessly plugs together level elements, and then feeding it with the content for all elements.
- Online Highscores Implementation to allow my friends to compete against each other, no matter where they are.
- Interactive Tutorial Scripting which taught me about onboarding players to your mechanics by observing playtesters and iterating.
Made with Unity in 2015. Published on itch.io.
I love making games.
Here's some of the stuff I love most about it:
Creating things, solving complex problems, working with diverse people, learning new things, making people smile.
Hey there!
My name is Fabian, I am a Technical Game Designer working on an unannounced, next generation title at Sumo Digital in Sheffield, England. I studied International Game Architecture and Design (IGAD) at the NHTV Breda University of Applied Sciences in The Netherlands. As Technical Game Designer, I feel very comfortable rapidly designing, prototyping, and implementing gameplay systems and mechanics. While this synergy of design and programming mentality is my main area of specialization, I have worked on, and have a keen interest for, many areas of game development, such as combat and enemy design, game feel, level design, and playtesting. I am curious, passionate about learning new things and push for quality in the projects I work on. I have been making games for as long as I can remember and consider myself extremely lucky to have found my passion so clearly and early in life. I view life through lenses of game design, and cannot imagine a life without making games. Feel free to contact me for any professional requests, or if you just want to say hi. |