Stefan Octavian Micu

Game Designer

octavianmicugames.com·linkedin.com/in/stefan-octavian-micu·micuoctavian33@gmail.com·Enschede, NL

The ScorchGame Designer

Open-world desert adventure pitched to a Dragon's Den panel

  • Only designer on a six-person team of three artists and two programmers, owning the design vision from concept through a three-week vertical slice.
  • Designed and documented the core systems, such as sand-surfing traversal, colossus encounters, and a knowledge-based progression model where advancement comes from player knowledge.
  • Built the open-world layout and specified the Temple of the Solstice Flame as the slice target, directing ruin architecture and enemy priorities with the art team.
  • Selected as one of the top 5 projects in the university and pitched in a Dragon's Den format, supported by competitive analysis, market positioning, and a scoped MVP plan.

Bugaboo PlanetGame Designer

Kiosk game built from children's drawings for a public exhibition

  • Designed and shipped a kiosk game for children aged 6 to 12, exhibited publicly at the Library of Enschede under a client brief and a fixed exhibition deadline.
  • Designed a collection of themed mini-games from children's hand-drawn monsters, each built around a single mechanic a child could grasp in one attempt.
  • Designed onboarding for unsupervised play: minimal text, visual affordances, and a first-thirty-seconds flow a six-year-old can clear without an adult.
  • Ran playtest sessions with children in 3 classrooms and iterated the build with the library team across 5 review rounds.

The HuntSole Designer

Horror roguelike where mastering the game turns the player into the thing to fear

  • Sole designer on a two-person team, owning the systems, progression, combat structure, events, and balancing for a vertical slice built in Unreal Engine.
  • Designed a knowledge-based progression system across a roguelike board and first-person areas, where players advance through what they learn about the world and its monsters rather than through stats. Built and functioning in the slice, still under test.
  • Designed a two-mode combat system, open movement and locked close-quarters exchanges, over shared stamina and per-enemy parry timings, alongside undisclosed systems such as fog that thins across runs so the player grows from prey to predator without being told.
  • Built the environments, props, and atmosphere in Blender, Substance Painter, and Unreal's material graph, and authored the item and UI event classes in Blueprints.
Design Systems design, level design, narrative design, GDD authoring, playtesting and iteration
Tools Unity, Unreal Engine, Hammer 2, Blender, Substance Painter, Figma, Trello/Jira, C#
2023 - 2027 BSc Creative Media and Game Technologies, Saxion University, Enschede
2019 - 2023 National College of Computer Science "Tudor Vianu", Bucharest
Stefan Octavian Micu · Game Designer octavianmicugames.com