Designer at Studio Chyr

Studio Chyr Oct 2024 - Jun 2025

Designer on Strata

Studio Chyr hired me to take over design on Strata, competitive multiplayer party game they were developing. When I joined, Studio Chyr knew they had a great core gameplay loop of "be assigned three random shapes", "solve a compelling puzzle to place the shapes", and "capture territory based on shape placement", but they needed a designer to lead development of advanced rules, scoring, and level design. I fine-tuned key features like what kinds of placements can capture numbered tiles and how bridging is defined.

I also designed whether or not certain types of territory can be captured by opponents, and what Strata's end-of-game criteria should be. I did not lead all playtesting sessions for this title, but I did lead all playtesting sessions from October 2024 through the end of development. I was also responsible for creating and maintaining all rules documentation and UI wireframes, both for internal use and for external communications to our client, Board.

Designer on Hotel Infinity

Simultaneously, Studio Chyr was working on Hotel Infinity, a VR exploration game that I designed puzzles for. I helped William Chyr, the creative director, define the tone our puzzle interactions should have and the pace at which puzzles should be presented to the player.

Our production process for puzzles in Hotel Infinity was to have designers crafting puzzle interactions in a Unity staging scene, then hand those interactions off to Tanner Davis, who was in charge of placing the puzzles in the final game environment and doing any final editing to the interactions.

I designed over a dozen interactions for the game, none of which I can speak about until after the game is released. However, each of the above three interactions from the game's trailer were designed by me.