This project was my first time working in a large multidisciplinary team. In total we were 18 people including designers, programmers and artists all from different studies. Together we spent 3 months building and releasing a full fletched game on steam. As a designer on this team I was mainly responsible for everything functional in the game from movement to all the system as its main structure and core gameplay loop. During the project I fairly quickly grew into a leading role creatively.
Creative Direction & Team Collaboration
Maintained the overall gameplay vision and ensured consistency across disciplines
Facilitated daily design discussions and made final calls on core gameplay decisions
Worked closely with artists, programmers, and sound designers to align timing, pacing, and style
Provided direction and feedback that kept the team centered on shared goals
What I learned: Leadership isn’t about controlling the project, it’s about making sure everyone can do their best work toward the same outcome.
Systems & Meta Progression Design
Designed the game’s core progression loop and in-run upgrade system
Built spreadsheets to track stats, growth curves, and balancing rules
Designed long-term meta progression to support replayability
Defined damage logic, movement feel, and core combat interaction rules in collaboration with programmers
What I learned: I learned how much clarity and structure matter when balancing a complex game loop. Good systems design is creating rules that make the game feel intuitive long before the player understands them.
Character & Enemy Design
Co-designed player abilities and enemy behaviour patterns in collaboration with concept artists
Prototyped and iterated on combat abilities to support clarity, flow and challenge
Tuned movement, hit feedback and enemy readability through playtesting cycles
What I learned: A character’s silhouette and animation timing are part of the gameplay not something added at the end. Visual identity informs behaviour and vice-versa.
Level Design
Created full level flows, encounter pacing, and spatial layouts
Produced blockouts and grayboxes to validate combat space functionality
Placed assets and worked with environment artists to maintain clarity and atmosphere
What I learned: Level design is ultimately about guiding the player’s attention, not just placing obstacles. Designing levels taught me how pacing and movement create emotional rhythm during play.
Reflection
This was easily the toughest and most fulfilling (group)project I have worked on thus far. I believe it also is the project in which I grew the most not just as a designer but also as someone who can connect and guide people towards a common goal. Further my confidence and worth as a designer definitely got a boost, to see my individual qualities add to those of talented artists and developers. I learned a lot more in depth on the uniqueness and depth of game design and look forward to developing these specific design skills further.
Roles: Game Designer (Systems, Level, Character) · Day-to-Day Creative Lead
Re:Spaced is a fast-paced FPS roguelite set in a space research facility where hybrid human-alien experiments have escaped containment after the big incident. I worked as a designer across systems, characters, combat encounters, and level design and naturally stepped into a leadership role to help drive the project’s vision forward.
Game Design / Creative Lead
RE:Spaced
© Created by Wout van der Weel

