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Core Gameplay Features

  • Sunderfolk combines cooperative tactics with a story-driven, tabletop-inspired experience:

  • Shared Tactical Combat – Up to four players take turns commanding their heroes, using phones as controllers to coordinate actions and execute team strategies.

  • Distinct Classes – The Braserker, Pyromancer, Ranger, and other heroes each feature unique abilities designed to promote team synergy and complementary tactical roles.

  • Cooperative Puzzle Design – Levels are built around environmental challenges and class interactions, encouraging players to collaborate and experiment to overcome obstacles.

  • Narrative Integration – Timeline-driven cutscenes blend gameplay with story moments, maintaining immersion while advancing the adventure across the magical Sunderlands.

  • 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.

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contributions

Level Design & Onboarding

  • 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.

  • Emphasized cooperative pacing and class-environment interactions, ensuring levels taught mechanics organically while keeping teamwork central.

  • 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

  • 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.

  • Established distinct tactical roles that made classes feel unique while reinforcing cooperative strategies, supporting replayability and varied player expression.
     

Cutscene & Tool Development

  • Implemented Timeline-driven cutscenes for the vertical slice demo, ensuring narrative moments integrated smoothly with gameplay for an investor-ready experience.

  • 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.

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