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Malice in Wonderland

Core Responsibilities:​
  • Design an action combat system that delivers a specific player fantasy

  • Develop a roguelike progression system that lends to engaging in-run buildcrafting

  • Create a run-to-run progression system to maintain engagement and modulate difficulty run over run

  • Prototype, architect, and refactor core gameplay systems

  • Organize sprints, prioritize tasks, and delegate to strike teams

  • Align a large, interdisciplinary team's vision of a game

Unreal | Academic | 24 people | Ongoing (Started 8/24)

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Tea Time's Over - Spring Showcase trailer, created April, 2025

The Stars

Overview

Malice in Wonderland is my Junior/Senior game development project at DigiPen Institute of Technology. It's a top down, ability based, fast paced roguelike adapted from the original Alice in Wonderland books, and developed in Unreal Engine 5. I serve as the team's Game Director and Co-Producer, leading an interdisciplinary team of 24. I work to define the game's direction, align the team, prioritize goals, and delegate those priorities to the leads of our 7 strike teams. I also serve as the team's Combat Designer, creating, implementing, and polishing abilities and upgrades. This project is the culmination of my development as a designer, and has taught me an immense amount about leadership, collaboration, and large scale development.

© 2025 - 2026 by Zach Burris. Powered and secured by Wix

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