Collaborative Projects
Bugaboo Planet: Making the Game Teach Itself
I led the design, mechanics, and balancing on a kiosk game for a public library exhibit, built so a six-year-old can learn it in seconds. Shown at the Library of Enschede.
Read MoreThe Scorch: The Things Budget Can't Buy
As the only designer on a six-person team, I shaped the open-world structure and a progression system built on knowledge instead of stats, then pitched the game to a panel of industry experts.
Read MoreHands Off My Hoard: Letting Players Break the Game
I designed the systems for a mobile roguelike, such as the progression, the shop, the enemies, and the item synergies players break the game with. Optimized it for performance, holding a steady 80 fps on mobile.
Read MoreIndependent Work
The Hunt: Designing a Horror Game That Turns You Into the Monster
I designed the levels, mechanics, and world of a horror roguelike where you start as prey and slowly become the thing to fear. Sole designer on a two-person team, and I built most of the art myself.
Read MoreIronveil: Designing a CS2 Wingman Battlefield
I built a Counter-Strike 2 map solo, including the level design, environment art, and balancing, fitting the tactical depth of a full-size map into fast 2v2 rounds. Repeated playtests pushed it far enough that players started running their own coordinated strategies
Read More
About me
I'm Octavian, a game designer focused on spatial gameplay, exploration, and the systems that shape how players experience a world, with a portfolio that ranges from level design to open-world systems and player progression.
Tell me about your studio, your project, or whatever’s on your mind.
You can also send me a message on the following:

