Ben Samara

Game Designer and Programmer

About

Ben Samara Portrait

My start in game development goes back to 2009 when I coded my first project for a middle school science fair, sparking a lifelong fascination with how games work under the hood. What draws me most to the medium is creating unique systems: mechanics that bend or blur genres, and design that rewards curiosity and allows for player expression through gameplay. That same love of emergent design pulls me toward roguelikes and indie studios, which have more freedom to break conventions and take creative risks.

I especially love the way games build community around the unpredictability of emergent play, whether it's a raid group coordinating in real time or a table improvising through a shared story. To me, games are an artistic medium in their own right, capable of pushing boundaries through branching narratives, interactive animation, and dynamic audio. Over the past decade, I've pursued this craft through a blend of academic study and self-directed practice: teaching myself open source development tools and diving deep into systems design and theory.

Feel free to reach out at:

Skill Tree

Projects

Arena

multi-genre minigames • godot • solo

Developing a game in Godot (currently in active development) that seamlessly transitions players between randomized levels featuring turn-based RPG, tactical, top-down shooter, and platformer mechanics.

Engineered a persistent progression system to apply player upgrades (Health, Speed, Attack) dynamically across four distinct control schemes and gameplay loops.

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Acolytes

roguelike strategy • producer • 5-person team

Pitched and secured faculty greenlight for an original tactical deckbuilder, selected as one of only 7 student pitches to enter pre-production.

Serving as producer, recruiter, and designer for a multidisciplinary team of artists, programmers, and designers, managing core design documentation and project scope. Production will begin in early 2027.

READ PITCH DOC

Merc

text-based rpg • twine • solo

Engineered a narrative state machine in Twine utilizing HTML/CSS to manage dynamic variables for branching morality paths and persistent companion approval metrics.

Built a 29,828-word interactive story with 117 passages and 106 linked choices.

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Simple RPG

classic jrpg • godot • prototype

Programmed a retro turn-based RPG in Godot to evaluate core engine architecture, implementing tile-based overworld exploration, trailing party movement, and step-driven random encounters.

Built a speed-ordered combat system featuring persistent party status tracking across battles, stat-modifying equipment menus, and dynamic battle UI.

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