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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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​Metacritic Link 

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Game Stores Links

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On Cookie Cutter, I was a Principal Game Designer. My duties included:​​

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Combat and enemies

  • Concept and detailed design of all enemies, bosses and hazards

  • Owner and vision keeper of the combat system and its mechanics

  • Implementation of combat and skills through a Combo System tool in the engine

Progression and economy

  • Game progression through the areas by acquiring and using skills

  • Level objectives and overall shape of the levels

  • Game economy and upgrade system design and tuning

  • Spreadsheets and graphs for tuning and balancing

  • Resource and upgrade placement

Menus and UX

  • Menus, usability and navigation flows of the whole game, together with the Game Director

Production and collaboration

  • Pre-production concept design with the Game Director

  • Production schedule with the producer and director

  • Playtests, tuning the game from player feedback

  • Working with the writer to blend gameplay mechanics and narrative

  • Close collaboration with environment artists, animators and programmers 

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The work was done entirely remotely, and as the game's sole game designer I was responsible for all design decisions.

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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.

Cookie Cutter

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