Quests & Level Design
Live event designed by me for the ending of the pre-Alpha phase of the MMORPG Profane.
I used one of the game's original starter cities as the event's setting, radically modifing its level design and adding encounters and rooms to turn the city into an outdoors dungeon in which players would need to join forces to push against the invading forces as they search the mountain for the three artifacts necessary to turn the end boss on the top of the castle vulnerable to their attacks.
Gameplay of Strike Squadron: Caracará, part of the space opera universe I created for my novels. I was responsible for all game design, including characters, dialogues and level design.
The idea was to emulate 90's space sims such as Wing Commander, in which the player gets to know his wingmates and make friends or foes based on her choices.
The story and some characters cross over with my novel Jogos de Guerra and with two new games in development, a Visual Novel and 3D space sim Veiled Space.
Early gameplay of Veiled Space: The Belt, pat of the space opera universe I created for my novels. I was responsible for all game design, including characters, dialogues and level design.
It is an indirect follow up of Strike Squadron: Caracará, with some of the same characters in a new and independent story, inspired by 90's space sims.