Luma is a third-person 3D narrative game about a small moth traveling toward the moon to restore its fading light. As the moon dims, darkness spreads across a semi-open world, corrupting the environment and harming its inhabitants. The player explores these affected regions, uncovering the cause of the fading light while working to bring illumination back to the world.
I worked on game design, including combat, enemy AI, bosses, abilities, and progression. Designed the core gameplay loop and a semi-open world of interconnected islands. Created UX/UI wireframes and screen flows, and produced the LDD and GDD documentation.
Interfaces
Designed UI/UX wireframes and screen flows, then implemented the final interfaces, keeping a consistent visual language across menus, HUD, and shop screens.
Level Design
Worked on level design layouts, defining environmental composition, object placement, and set dressing to support gameplay flow and navigation. All images are from Level 2.
Systems
Designed and balanced core gameplay systems, including progression, economy, and in-game shop mechanics, ensuring consistent player flow and engaging reward structures.
Texturing
Textured the entire game in Substance Painter, creating smart materials for characters to keep a consistent visual style.
Full design documentation produced for Luma. Click either preview to open the complete PDF in a new tab.
I developed a deeper understanding of balancing interconnected gameplay systems within a semi-open world structure. This included designing and tuning economy systems — shop, currency, and upgrades — ensuring that progression felt rewarding without breaking game balance. I also worked extensively on pacing, learning how to distribute combat, exploration, and narrative beats to maintain player engagement across a non-linear world. Refining game feel was a key part of the process, especially when iterating on combat responsiveness, player movement, and feedback systems.