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Damien Del-Curto

Games Designer

Mechanics and Systems Design specialist. Falmouth University Games Development student with three years experience making games in an environment which emulates industry workflow, collaborating in multi-disciplinary teams.

I enjoy designing in-depth systems which interact with each other to create more meaningful overall experiences.

MY PORTFOLIO

Independant Project.
Proof-of-concept/prototype: Fight & Flight

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Independent Prototype, Systems and Mechanics Design Showcase

Seamlessly jump between Real Time Strategy and Dogfight gameplay in this proof-of-concept systems and mechanics prototype. The goal is to show potential for a fresh and easily accessible innovation on the battle genre which combines cinematic and tactical gameplay.

Team Project.
Full game: The Phantom Lands

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Lead Designer

- Systems and Mechanics Design

- World Design

The development of the phantom lands was about creating a series of interactive systems which come together to form a survival experience where you must manage your resources and stats while navigating an approachable open world. You will upgrade your base, keep yourself alive, cook food gathered from enemies and find and improve spells. This is the most mechanically in-depth game i've made and my first big delve into world design.

Team Project.
Full Game: A Trash World
 

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Designer

Mechanics Design

The vision of A Trash World was to take the shoot em' up genre to the extreme and make it as hectic as possible. This was achieved by streamlining the loot and upgrade system to be efficient, quick, and instantly rewarding, allowing you to switch and upgrade weapons on the go. The systems design includes upgrading, crafting, menus and level generation, where the player uses the interaction of world and enemy drops with crafting to inform quick decision making, experimenting with their combat style on the fly.

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