Gerda: A Flame in Winter (DLC):
Liva's Story
Game & Level Designer on the project from ideation to release .
With a focus on System Design, Balancing & UX I worked on several different aspects of the production, from implementation to bug-fixing & polishing the game for release.
I was a part of the project in its full cycle which gave me an understanding of all aspects of the development
Gerda: A Flame in Winter - Liva's Story Trailer
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System Design & Balancing - Meaningful choices
In Liva's story, similar to Gerda, choices matter and can create different routes, unlock specific options and lead to different endings.
One of my main responsibilities in the game was to enhance this experience considering Narrative needs:
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I had the ownership of balancing of the whole game, including: creating needed spreadsheets, analyzing playtest data, tweaking chance roll difficulties, setting up specific thresholds to unlock different options, resource management, etc.
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Also, to create a more intimate connection between Liva and specific characters, as well as adding to re-playability of the experience, I designed and implemented a meta system (+a debug tool for testing) in which unlocked specific interaction with Liva's team members based on players previous choices.
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Game's pacing, level design & implementation
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I was also in charge of implementation of several levels from start to finish (flow, pace, level structure, resource management, cameras, movements, animations, etc).
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This process happened through several rounds with feedbacks from leads and other team members which resulted in doing iterations to create best experience in each level
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Throughout the process, whenever needed, I also organized structured meetings with other departments (specially Narrative and Art) to ensure alignments & communicate design needs
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The last part of process before release was polishing and bug fixing which allowed us to ship a game with no reported bugs until now