
What is Sunderfolk?
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Core Gameplay Features
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Sunderfolk combines cooperative tactics with a story-driven, tabletop-inspired experience:
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Shared Tactical Combat – Up to four players take turns commanding their heroes, using phones as controllers to coordinate actions and execute team strategies.
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Distinct Classes – The Braserker, Pyromancer, Ranger, and other heroes each feature unique abilities designed to promote team synergy and complementary tactical roles.
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Cooperative Puzzle Design – Levels are built around environmental challenges and class interactions, encouraging players to collaborate and experiment to overcome obstacles.
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Narrative Integration – Timeline-driven cutscenes blend gameplay with story moments, maintaining immersion while advancing the adventure across the magical Sunderlands.
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Couch Co-Op Accessibility – Designed to capture the spirit of gathering around a table with friends, the game emphasizes local play, easy onboarding, and approachable tactical depth.

contributions
Level Design & Onboarding
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Designed and built the tutorial and several early Act 1 levels (Beetle Rustles, Problems at the Gate), shaping the game’s first impression for players.
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Emphasized cooperative pacing and class-environment interactions, ensuring levels taught mechanics organically while keeping teamwork central.
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Took charge of designing and testing the investor demo level, creating a polished showcase of the game’s mechanics that communicated its potential clearly to stakeholders.
Class & Systems Design
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Assisted in the Design and iterated on core abilities for the Braserker, Pyromancer, and Ranger classes, balancing clarity and depth to ensure each class promoted team synergy.
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Established distinct tactical roles that made classes feel unique while reinforcing cooperative strategies, supporting replayability and varied player expression.
Cutscene & Tool Development
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Implemented Timeline-driven cutscenes for the vertical slice demo, ensuring narrative moments integrated smoothly with gameplay for an investor-ready experience.
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Developed custom Unity Timeline tools to streamline cutscene creation and transitions, improving polish and reducing setup time under tight deadlines — critical for delivering a professional presentation on schedule.


