

Technical Designer
What I Worked On
At Odd Raven Studios, a small indie team of just four developers, I’ve had the chance to work across multiple areas of game development. My role has been flexible and hands-on, allowing me to contribute in both technical and creative ways. Key areas I’ve been involved in include:
🛠 Programming Responsibilities:
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Combat systems – implementation and iteration
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Hazard mechanics – coding traps, dangers, and interactions
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Player interaction systems – pickups, switches, triggers, etc.
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Spawner systems – managing enemy and object spawning logic
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UI development – building and refining in-game interface elements
🎮 Level Design:
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Designing and prototyping levels
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Balancing gameplay flow and player experience
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Collaborating with the team to integrate mechanics into environments
🔧 Tool Development:
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Creating and improving internal tools used by designers
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Helping streamline workflows and make level design more efficient
Working in a small indie team
Being part of such a small team has meant taking real ownership of my work and showing initiative—not just in execution, but in how I learn. I’ve spent significant time reading through large codebases and debugging unfamiliar systems to fully understand how everything fits together. As a result, I’ve developed strong skills in code comprehension, debugging, and problem-solving, all within a fast-paced and self-driven environment.
Tools Used
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Unity 6
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C++
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Trello
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Miro