In essence, System Design is the art and science of crafting rules. However, rules don’t exist in a vacuum:
What we truly desire in a game is to achieve an experience.
For approximately a decade and a half, I have passionately dedicated myself tounderstanding that peculiar, elusive phenomenon wherein a collection of assets on ascreen can elicit tears, screams of terror, exhilaration, or heartfelt laughter.
System Design is just a part of the whole Game Design discipline, but I’ve chosen to make it my passion and my profession.
My experience as a Combat Designer involved multiple areas of expertise
Combat is an essential core element of most Action and RPG games.
I have been deeply involved in various combat systems within several of the projects I have worked on.
From hitbox design for meticulously crafted movesets and characterskills to intricate RPG systems teeming with stats, formulas, and other mechanical layers.
Designing a Progression system implies a careful control of the pacing and rules under which the player explores the content.
The goal is to create a player journey, a travel through the game which both engages and makes the player excited about what’s next.
Progression design is very related to math skills but also player psychology and working with a Data-Driven approach.
3Cs are the fundamentals of most games, but they are heavily influenced by the game’s vision.
How should a camera behave? How would the attack inputs be organized so it feels good?
Game Feel, the flow and pacing of a combat system, encounter design and many more aspects are critical for a succesful experience, from prototyping to polishing.
A Designer needs to communicate well. This means proper understanding of specs but also gaining mastery of descriptive writing.
Also, my Computer Sciences background gives me a degree of understanding and freedom when providing very technical documentation.
I have good experience with Unreal Engine, Unity and the most important and relevant tools in the current Games Industry.