I’m Seris, a game designer who loves working on crazy
complex games. I have experience in the CO-OP, Horror and
RPG genres and have worked in the industry professionally
for around four years.
I'm open to
relocation/remote and looking for new opportunities to learn
and build my career.
Working on monster design for Last Epoch as part of The
Bad Nomads team.
What I worked on:.
- Designed and documented comprehensive write-ups
for complex bosses and enemies. - Implemented enemy
behaviors, abilities, and mechanics in Unity. -
Built custom designer tools to streamline the enemy
creation pipeline (scaffolding, abilities, validation).
- Handled bug tracking, solving, and iterating on
gameplay systems.
Team Size: 100+
Tools used: Unity, Fork, Clickup, Jenkins, Slack
Last Loremaster
Systems/Level Designer The Bad Nomads
A design heavy ARPG the likes of Diablo and Path of Exile,
with soulslike combat elements. Demo out on Steam!
What I worked on:.
- Designed flexible skills that tie in with the
other game systems. - Designed and concepted
challenging enemies with a focus on telegraphed tells that
incentivize mastery. - Balanced and iterated over the
progression systems like the weapon part crafting system,
skill modifiers, skill tree and item affixes. -
Built the level block-outs to fit isometric view and flow
with encounter based combat and collaborated with
environment artist to dress up the levels. -
Regularly tested gameplay features for edge cases and the
player experience and wrote clear and concise
reproduceable bug reports.
Team Size: 10+
Tool: Unity Engine, Github, Trello, Jira
Project Unknown
Lead Designer PsychoRavens
Horror COOP game like Phasmophobia with unique role
abilities and creative new mechanics. Very Positive on
Steam!
What I worked on:
- Created the core loop of finding and burning items and
made it react to other systems. - Designed and
balanced the character abilities. - Designed the base
AI ghost system and the unique behaviors each ghost has,
also helped concept their art. - Concepted the tools
player will use and made them as dynamic as possible. -
Fine-tuned an economy that adds to replayability with
sinks and taps connected to the core loop - Regularly
tested the game to keep track of bugs and flaws then add
them as tasks to development - Implemented a lot of
the sound design for the game.
Team Size: 6
Tool: Unreal Engine 5, Perforce, Clickup
Elem
Game Designer Personal Project
A hack and slash wave fighter project upgraded from a game
jam. Still ongoing.
What I worked on:
-Concepted the combat of element holding and the core loop
active skills -Designed the different elemental
enemies and the elemntal dominance system -Created
the narrative and the music for the game