QA, Gameplay Designer, Narrative Designer
Project Overview
Gourmet Is Dead is a 3D top-down boss rush game where players navigate through five regions inspired by the food pyramid. Each region represents a different food group and is plagued by a pervasive mold infestation. This mold has corrupted the inhabitants, transforming them into grotesque monstrosities that players must battle to prevent the spread of the corruption.
My Contributions
  • QA Testing – Conducted thorough playtesting to identify and resolve bugs, ensuring a polished gameplay experience.
  • Systems Design – Developed and balanced core mechanics to enhance player engagement and challenge.
  • Gameplay Design – Designed compelling power-ups, formidable bosses, and challenging enemies.
  • Game Progression – Structured level pacing and difficulty scaling for a satisfying player journey.

Narrative & Boss Design

  • Created the game’s narrative foundation and thematic direction.
  • Designed The Croissant Knight, including art, mechanics, and combat design.
  • Assisted in the mechanical and visual design of the Tutorial Mushroom Boss and Corn Cobbler.

Core Gameplay Mechanics

  • Designed the Gourmet Reserve (GR) system, the game’s unique stamina mechanic.
  • Balanced risk-reward mechanics, ensuring strategic play around GR usage.
  • Implemented resource-based decision-making, rewarding careful planning.

Gourmet Reserve System & Special Weapons

  • GR Usage: Spent on dashes, boss abilities, and charged attacks.
  • GR Recovery: Regained by hitting bosses or destructibles with basic attacks.
  • Progression: Max GR increases by +1 for every 4 bosses defeated.
  • Boss Ability Acquisition: Players unlock defeated bosses' signature attacks.
  • Special Weapons: Designed region-defining weapons, such as the Harvester Scythe, to reinforce unique combat styles.

Demo Coming Soon!