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Nikolaos A.
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Nikolaos A.

Game Designer

Game Developer & Designer, experienced in Godot and a little in Unity. 6 years of experience in multiple genres. Skills include : -Game/Level design -Game mechanics analysis -Developing small/medium scale projects (Godot) -Sound design (Music/SFX) -Visual design (vibe/aesthetics/theme) Software I'm using on a daily basis : -Godot -Reaper -Github -Jira Software I'm familiar with : -Unreal -Unity Other skills (not so relevant) : -Drums -Saxophone -Very, very very long designed campaigns for DnD 5e -Music nerd More into detail? Alright, I try to design games with very clear pictures in my head. I imagine myself booting up the game as a person that knows nothing, and I try to use the "info" gathered while playing to answer questions about the game's design. Is this mechanic properly explained? If not, is it on purpose? If it's on purpose, is it to create mystery or to bundle that mechanic up with something else down the road? Is this balanced? Does it matter if it's balanced? Do we want the players to have more freedom to explore mechanics/stat combinations and break the game, or do we want a more closed path? If we want freedom, do we feel ok with players disregarding entire mechanics, or do we want them to experience them? A lot of questions need to be answered before making up a GDD, which include the emotions we want to invoke on a player, the purpose of the game, and how we're going to achieve that. Want to achieve mystery? A dark atmosphere isn't enough. A non-existent tutorial neither. How are we going to make the player question stuff around them? Are mechanics going to be changing? Should X thing that worked in Y way change mid-game to confuse the player? If yes, how will we make the player understand that this isn't a "bug" or a misstep in our own part, but a design? Are we going to connect Y way to Y+1 way? How? There are lots and lots of interesting things you can do in a game, and having broad pictures and scenarios on your head about a game's direction is a good place to start, but a lot of stuff needs to be said & written before we start working on it. I try to avoid development hell, and the number one cause (so far) is a not clear enough path or purpose for the game. Some mechanics/ideas/anything will come down the road during development, some will be discarded because they weren't fun or just didn't stick, and of course a lot of things will change. But the pillars of the game need to be intact, otherwise the game is risking re-purposing it's entire self because we didn't built strong enough foundations.

๐Ÿ‡ฌ๐Ÿ‡ทThessaloniki, Greece$35/hr100% JSS4.83 (7)Since Sep 2021
MRR
$377
๐ŸŒ#84.8K/363K
๐Ÿ‡ฌ๐Ÿ‡ท#198/909
Recent Earnings
$2,263
๐ŸŒ#84.8K/363K
๐Ÿ‡ฌ๐Ÿ‡ท#198/909
Total Earnings
$25,233
๐ŸŒ#115K/363K
๐Ÿ‡ฌ๐Ÿ‡ท#289/909
Avg. Per Project
$2,804
๐ŸŒ#54.6K/363K
๐Ÿ‡ฌ๐Ÿ‡ท#133/909
Recent Projects
1
0f1h
๐ŸŒ#193K/363K
๐Ÿ‡ฌ๐Ÿ‡ท#518/909
Total Projects
9
5f5h
๐ŸŒ#193K/363K
๐Ÿ‡ฌ๐Ÿ‡ท#518/909
MRR Performance Over Time
$50k$25k$0
6 mo ago3 mo agoNow
Coming SoonGathering historical data
World Skill Rankings
of 172
#33
GodotTop 19%
#47Game Design Document
#351Game Design
#480Game Development
๐Ÿ‡ฌ๐Ÿ‡ทGreece Skill Rankings
of 1
#1
GodotTop <0.01%
#2Game Design Document
#2Game Development
#2Game Design
Nikolaos A. โ€” Top 22% in Greece | UpworkMRR