What draws me to game development is creating unique systems: mechanics that blur genres, reward curiosity, and allow for player expression. My interest in emergent design drives my focus toward roguelikes and indie projects with the 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.
I approach design with an inventive yet practical mindset, informed by direct experience across both art and engineering pipelines.
Feel free to reach out at: btsamara@gmail.com
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.
PLAY NOWPitched 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 DOCProgrammed 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.
PLAY NOW© Website made by Ben Samara