Producer, Lead Gameplay Designer, Product Owner
Project Overview
Extrimus takes place on an Earth where the sun has been blocked out. The world has been bathed in darkness, and light has become a rare and coveted resource. Creatures have adapted to the sunless environment, while humans dwindle. Destroy remnants of humanity remain in the form of "Beacons" which were lighthouses the functioned as safe havens. You are a human survivor that must now fight your way through floors of mutated animals to relight a spark for humanity.
My Contributions
  • Combat Design & Balancing – Designed and fine-tuned player abilities, enemy AI, and overall game difficulty for a dynamic combat experience.
  • Encounter & Level Design – Created engaging enemy encounters and structured levels to challenge players while maintaining flow.
  • Boss & Enemy Mechanics – Developed unique enemy behaviors, attack patterns, and phase transitions to enhance strategic depth.
  • Player Progression & Systems – Balanced progression mechanics, including ability upgrades and resource management, to ensure rewarding gameplay.

Rosemortis Mechanics

As the Lead Gameplay Designer, I our first boss' move set. Being a plant, she is immobile and has filled the boss arena with hazards.

  • Immobile
  • Melee AOE Attack
  • Ranged Projectile Attack
  • Vines that slam down along the wall
  • Invincible Phase

Heolestor Mechanics

As the Lead Gameplay Designer, I our final boss' mechanics. Heolestor being a large mutated moth creature has inspired much of his moveset. He is very fast and moves around the arena quickly and absorbs light to shoot back out at his enemies.

  • Flying Slam Attack
  • Dash Attack
  • Rage Mode
  • Light Projectiles

Game Mechanics

The main mechanic of Extrimus has to do with light. You are able to expend a charge of light to permanently light a room and prevent enemies from respawning there.