

Malice in Wonderland
Core Responsibilities:​
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Design an action combat system that delivers a specific player fantasy
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Develop a roguelike progression system that lends to engaging in-run buildcrafting
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Create a run-to-run progression system to maintain engagement and modulate difficulty run over run
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Prototype, architect, and refactor core gameplay systems
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Organize sprints, prioritize tasks, and delegate to strike teams
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Align a large, interdisciplinary team's vision of a game
Unreal | Academic | 24 people | Ongoing (Started 8/24)

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

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.