
I like games, you like games - Who doesn't like games? Satan, that's who.
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This section contains the games or game engines I've personally designed along with their design documentation. Some are passion/educational projects, but some are available for purchase
Right now, I'm diligently leading the gameplay design for a secret project with Inchworm Games.
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Please note: Almost all of these were designed completely on my own, so there are rough edges all around - But who doesn't like rough edges? Circles, that's who.
CREATURE QUEST
This was my first card game, which I solo designed, tested, and released during and shortly after college. It's a storytelling comedy game for the group that wants something a bit more imaginative and interactive.
https://www.thegamecrafter.com/games/creature-quest
Design documentation was much more loose for this game since I didn't know anything about industry standards at the time. However, the design document still exists despite its obvious flaws: https://docs.google.com/document/d/1a-NdpqGdKwg4bErpBm8juASQOzLlZtorXM6zDaRn6uA/edit?usp=sharing

Look at this fancy Sell Sheet!
FESTIVAL OF THE HUNT
This is a personal board game design that's in the last alpha iteration before it goes into beta with concept art and seeking publishers/funding. I primarily designed this game alone with consultation on mechanics from my brother who's also a designer.
The design document can be seen here:
https://docs.google.com/document/d/122cI3SCVEdmFSmgD3uIVUaXSFDJjf2MOm6EiA9ofqYs/edit
The master card sheet can be seen here:
https://docs.google.com/spreadsheets/d/110wbaHPz1mXsZLlR9uunjjMRpF7ncVyRTbZtIpWV2Ho/edit#gid=889586804
There's also a wealth of Nandeck files for prototyping efficiently that can be shown on request.


RIO TADULKI
Working currently on a tactics RPG designed as a spiritual successor to the original 2D Fire Emblem games set in a fantasy world based on the Tuareg and Muslim peoples. Design document for which is below (password upon request as it is a shared design with another designer):
https://docs.google.com/document/d/1VyfcHc3rFvg7Xe12N-SAI7Ot3zQRr0HhmUd8qQkKC9M/edit?usp=sharing

Sample Spritework for Rio Tadulki
Additionally, I've been learning Godot and GameMaker Studio on the side as you can see below. The left is my most recent project, a roguelike proof of concept for a game jam. The middle is my very janky target shooting game, complete with sound effects from my mouth-hole. The right is a platformer state machine I made for practice​
https://github.com/Janube/Alchemy-Twinstick <--- Here's the github for the roguelike!

BLOODBORNE TTRPG
I wanted to design a tabletop RPG that had more meat on its bones than D&D, which largely boils down to luck in almost everything players do. I loved the idea of bringing skill in memorization and quick decision-making to the game.
https://docs.google.com/document/d/18SU3WEkyIMGSR-MiLOhBLD6vek6iwop8C3aQBVBU95o/edit?usp=sharing
EVERYONE IS FINN
Taking inspiration from a small game from college (Everyone is John), I wanted to redesign it with more concrete rules and physical components. The design documentation was lost in college, but the final product still exists. This was also a solo design.


Game Design
Teaching Materials
I'd like to think I know some things about game design conceptually, too! Here are some documents I made for educational purposes on the topics of best design practices as well as template design documents that guide students through the steps of making a mini-game without giving them the code outright
I have a nigh-infinite number of additional designs in the concept phase like Twisting in the Wind:
https://docs.google.com/document/d/1tyxxvSGbF3DI016SNhqCcT_eUVh8xEa0rjEStnQF0A4/edit
Castle Houska:
https://docs.google.com/document/d/1Y4iixwIshUwFRkhA9pF1xBu_DafWgXmA3Mcw2yN5PR0/edit
And many more! However, I suspect the number of people who have read this far is 0. If you cite this paragraph in any contact with me, I am contractually obligated to offer you one free short story with a topic of your choosing and a length not to exceed 300 words. The story will have an enemies-to-lovers pipeline, but due to size constraints, you will not see a realization of that pipeline. It would be more accurate to call it "enemies with no visible growth," but that isn't as sexy an offer.
Logo from https://www.textstudio.com (Font generator)