Hello there! I’m Roman Murillo, and as a game designer, my main goal is to create great experiences and memorable moments for the players.
Be Kind. Be Humble. Be Great 🍁

Experience

I’ve worked on game systems, game mechanics, game feel, player experience, puzzle design, hack-and-slash combat, TCG competitive games, 2D and 3D game layouts, world-building, and creative direction.


I’m Not Jelly
Conquer different planets at war by hacking and slashing through plant foes in roguelike-style missions. Watch over your mothership to unlock, upgrade and customize Jelly characters for accomplishing objectives and defeating powerful bosses!
Genre: Roguelite Hack and Slash.
Release: In Development.
Engine: Unity.
Platform: PC, Nintendo Switch.
Role(s): Lead Game Designer, Level Designer.
Steam
Game Design
• Conceptualize and Designed the playable characters, character controller, character progression, and customization.
• Designed combat mechanics, power-ups, enemies A. I behaviors, Boss encounters, and state machine diagrams.
• Designed the game progression, rogue-lite systems, and replayability aspects.

Level Design
• Designed and Implement the level layout from paper to grayboxing to place geometry, obstacles, and collisions using our in-engine editor.
• Designed the game pacing and environmental storytelling.

Narrative Design
• Co-created the world-building of the game: alien species, planets, basic society, Belic conflicts, important events, and alike.
• Write the storyline of the game, from events previous to the game plot to the ending.
The Lullaby of Life
Explore this amazing music-driven puzzle adventure that combines the sound of musical notes into puzzles in the world using timing, dexterity, and agility; help it reach its maximum splendor using the power of sound to make life bloom.
Genre: Music-driven Puzzle Adventure.
Release: 2020.
Engine: Unity.
Platform: Apple Arcade.
Role(s): Creative Director, solo Game / Level Designer.
Web
Game Design
• Designed and Test the game idea from a GGJ prototype.
• Designed the game systems, mechanics, and dynamics; character controller, character systems, puzzle system, game progression, save system, obstacles, and collectibles.
• Leadered teams for puzzle brainstorming. I used the team’s ideas and my own to create the puzzle mechanics and later the final puzzle layouts.

Level Design
• Designed all level layouts from paper to gray boxing. Including pacing, ambientation, and environmental storytelling.
• Created levels using our in-engine level editor, including placing geometry, obstacles, puzzle elements, characters, and movement paths.
• Implemented puzzles using our in-engine tools, connecting every step and event of the puzzles from beginning to end.
• Placed camera triggers and focus, edit cinematic cameras, and place cinematic triggers using cinemachine.

Creative Direction
• Designed the game aesthetics, guiding the team to fulfill the game vision.
• Researched the concepts behind the creative inspiration for the game. Guide the game mechanics to be in line with the game pillars.
• Created the world-building and storyline within the game’s layouts, contextualizing the game MDA with the intended emotions.

About Me

I am a self-taught person, full of curiosity, and I really love to learn about everything. The first books I read were about psychology, and my favorite childhood shows were about science. But I love Fantasy, animation, anime, thrillers, and any good story that can teach me something and make me feel something. I even trained in traditional Karate for 4 years because of one of my favorite shows, and now I love martial arts.

And what’s better to create a meaningful experience where you can learn and feel than a video game, where the audience can truly interact with the media. I am focused to create meaningful experiences for the players, games that they can remember, from simple games to robust and full of mechanics experiences.

My career started studying an engineering in game development. From there I developed some mobile games. Currently, I am developing Indie games for a larger audience at 1 Simple Game, as the Lead Game Designer, where I develop the game design, level design, creative direction, and a little of production and managing.

I also like board games a lot, they bring people together in the same room. So I have developed a couple of non-published board games. Of course, my favorite board games are role-playing games, I have fun role-playing as a player, and I have a lot of fun being the Dungeon Master, as I like to craft exciting game sessions with my players, by creating worlds where they can explore and interact.
Skills
Game Design
• Level Design
• Narrative Design
• MDA Framework Design
• Puzzle Design
• Action Combat Design
• Card Game Design
• General Game Design

Production
• Development timeline
• Project and team management

Creative Direction
• World Building
• Team Leader and Overseer
• Game Vision, Concept, and Development

Languages
• Spanish
• English

Roman Murillo – Game / Level Designer Portfolio