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MY POSITION

GAME DESIGNER & QA GAME TESTER
  • Designed a full enemy roster of nine classes with distinct priority systems, attack behaviors and formation rules, alongside a level and variant progression system using exponential scaling formulas to maintain difficulty across the entire game.
     

  • Designed the player's spaceship as a persistent upgrade hub between levels, with six upgradeable compartments tied to a tiered requirement system, and a research tree covering character, ship and nuclear core development paths.
     

  • Defined all building types across resource, storage, defense and utility categories, including a trap system designed to reward strategic placement and player-enemy combo mechanics.

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My Responsibilities

  • Designed the game from the ground up as a 2D top-down real-time strategy title, combining base building, resource management, procedural planet generation and action combat into a single cohesive system.
     

  • Designed a procedural content generation framework for planets and solar systems, defining biome rules, resource distribution across four map zones and the placement of optional objective areas unique to each biome, ranging from timed captures and artifact retrievals to enemy purge missions, so that each planet felt distinct without requiring manual level design.

Steam Page

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DESIGN BREAKDOWN

  • Designed weapons with counters in mind rather than raw stat differences, so that players facing different enemy compositions would have a meaningful reason to switch loadouts rather than defaulting to a single optimal weapon.
     

  • Deliberately separated trap buildings from turrets as a design category, making traps limited-use and manually reinstalled to push players toward building strategies around them rather than treating defense as a passive placement exercise.
     

  • Designed enemy priority systems per class rather than using a universal aggro rule, so that mixed waves would naturally create layered pressure without requiring scripted encounters.

  • Structured biome transitions around new enemy races and variant tiers to ensure the player always encountered something unfamiliar when moving between star systems, reducing the sense of repetition that typically comes with procedural level structures.
     

  • Tied the research tree to three separate rare resources with distinct sources, so that every upgrade decision was also a resource allocation decision rather than a straightforward unlock queue.
     

  • Designed the spaceship compartment system with cross-dependencies between upgrades to create a soft progression order without locking the player into a linear path.

Planet Extincter GDD

This design document is not the final version. The most up-to-date file has not been included

Game Images

Game visuals from the marketing phase are shown below.

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