Drunkn Bar Fight

Oculus Link


My responsabilities in this amazing, huge project changed over 4 distinct moments, as we made updates for a game already released:


Airport Update

Game Designer

Released May, 2022

  • Level Design: sketches, prototypes, whitebox, NPC and Item placement, refining with playtest
  • Design Guidelines - sketches, 3D models, physical objects - for the artists, sound designers and writers to use as reference for items, level elements, NPCs
  • Conducting brainstorms and other collective intelligence methods
  • Mechanic design for over 40 items with unique mechanics.
    This included implementing and testing it on engine with a unique Modular Component system, done for the game
  • Design of the Modular Component System together with Engineering and Production department, enabling quicker Item implementation and emergent behaviours, turning the game in a sort of Immersive Sim
  • Conducting and responding to playtest
  • Complete rework of the game’s UI
  • Redesign of NPC spawn system
  • The game got #2 on Oculus Top Selling after this update for 3 weeks straight, and kept on top 10. It’s still on Top Selling

Police Station Update

Lead Game Designer

Released August, 2021

  • Level Design based on an existing sketch
  • Guidelines - sketches, 3D models and diagrams - for the team
  • Mechanic design for items with unique mechanics.
    Here we also decided on a more ‘playground’ style, making the level destructable and giving the players some vandalism toys✨
  • This update alone doubled the number of interactions and toys in the game
  • Design and test of a ‘boss fight’ mechanics, ‘boss’ design and Finite State Machines. This ended up scrapped.
  • Conducting and responding to playtest
  • Redesigning some mechanics, like losing, replaying, punching
  • Design and test of the 4 Player Multiplayer system
  • The game also became top selling on Quest by then. It kept uninterruptedly as Top Seller.

Black Friday Update

Producer, Creating a Game Design Document

  • As producer, we took the update out of a Development Hell that was looping for a few years, releasing in 6 months
  • Redesigned and fixed mechanics, giving the game a more systemic approach
  • The game had no GDD by then. A full retroactive GDD was made, cathegorizing every single mechanic, NPC, item.
    This would later allow emergent systems in the game.


Project Transition

Before leaving the studio, I trained the team of Designers that would follow the project, and prepared some material for them. This included:

  • The Character Customization system and UX, that allows for a player to update a photo and use it replacing an NPC’s face
  • The concept and ruleset for many items of the Carnival update, together with a whitebox of the Carnival and NPC concepts and dialogues
  • A list of Analytics that would be useful to implement
Oculus Link