In  this section there are 4 Game design projects, starting with fully developed GDD with app prototype, video moodboard and a pitch presentation, as well as sketches and ideas for game design for in-studio presentation. 
All game design projects contain a brief I was given upon making the project. 
brief: Mobile Freemium game inspired by Goya's Witch paintings and the idea of witchcraft
Mobile Freemium Gatcha  Game based on idea of witchcraft, where witches become hunters from the hunted. Set in modern times, but with Goya's paintings aesthetics and colours, focusing on Witch's sabbath painting as the colour pallet. 
Main Menu
Main Menu
Shops (coven) menu
Shops (coven) menu
Inside the chapel - leveling up menu
Inside the chapel - leveling up menu
Character stats
Character stats
Unlocked and locked character board
Unlocked and locked character board
Summoning system
Summoning system
Complete Summon
Complete Summon
Fight map
Fight map
Complete map
Complete map
Inspiration film for the game with hand animated Logos 
Working app prototype at the end of the video (starts at 1:55)

Footage used for inspiration video credits in GDD document
brief: Isometric escape game with possibility of making infinite levels
Isometric escape game with the player being able to astral project themselves, but only for a certain amount of time. 
Map without the player
Map without the player
Blue character is the player
Blue character is the player
Ghostly character is the astral projection
Ghostly character is the astral projection
Red humans are the guards
Red humans are the guards
The whole map revealed, showing the objective
The whole map revealed, showing the objective
When player is astral projecting for too long, it get's harder to get back to their body
When player is astral projecting for too long, it get's harder to get back to their body
Player might die for being out of the body for too long
Player might die for being out of the body for too long
brief: a VR game with unique controls about environmental impact of humans to the ocean. 
VR game to raise awareness of amount of plastic in the ocean. The player becomes a fish and have to avoid predators and not starve. Not possible to win, the player will die either from plastic overconsumption or by predators.  Always displaying amount of plastic at the end screen based on real fish plastic consumption data .
Main mechanic is to get food without being eaten by the AI
Main mechanic is to get food without being eaten by the AI
Brief: Mobile game with usage of temple run mechanic
Isometric game based on Monument Valley aesthetics of light and temple run- infinite run experience. 
Example of how much of the map the player is able to see on their phone, compared to immediate map generated around them
Example of how much of the map the player is able to see on their phone, compared to immediate map generated around them
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