



Cookie Cutter is a pop-punk 2D hand-drawn Metroidvania, developed by Subcult Joint Ltd for PC and consoles.
Role: Principal Game Designer, sole designer | Remote | 2021-2023 | Unity
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On Cookie Cutter, I was a Principal Game Designer. My duties included:
Combat and enemies
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Concept and detailed design of all enemies, bosses and hazards
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Owner and vision keeper of the combat system and its mechanics
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Implementation of combat and skills through a Combo System tool in the engine
Progression and economy
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Game progression through the areas by acquiring and using skills
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Level objectives and overall shape of the levels
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Game economy and upgrade system design and tuning
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Spreadsheets and graphs for tuning and balancing
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Resource and upgrade placement
Menus and UX
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Menus, usability and navigation flows of the whole game, together with the Game Director
Production and collaboration
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Pre-production concept design with the Game Director
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Production schedule with the producer and director
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Playtests, tuning the game from player feedback
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Working with the writer to blend gameplay mechanics and narrative
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Close collaboration with environment artists, animators and programmers


The work was done entirely remotely, and as the game's sole game designer I was responsible for all design decisions.
During production, my days were mainly divided into two parts. The first where I held meetings with the director and production to make design decisions. And a second operational part divided mainly between implementing some of the main game mechanics in the engine, and creating graphics and spreadsheets for the creation and balancing of the game mechanics.
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How the game was designed on shared whiteboards, from systems to the GDD itself.


