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Álmos Szirmai-Szili

SYSTEMS DESIGNER • NARRATIVE Designer  

Designing for immersion. My aim is combining mechanics with narrative to build next-generation interactive experiences and deep player-centric systems.

About me

Mechanics & Narrative Game Designer with a B.Sc. in Computer Science. Combining architectural precision with evocative storytelling, I specialize in systemic depth, combat balancing, and procedural narrative. Semi-professional TTRPG Game Master with 13+ years of experience leading complex campaigns engineered for player agency.

CORE SPECIALIZATIONS

Systems Logic

EXTRA SKILLS

Unity / C#

Git 

Prototyping

 Semi-professional TTRPG GM

Narrative Design

Mechanics Archetypes

Combat Design

Portfolio Highlights

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Elemental Arena

PC • Game Design Lead • Systems & Combat • Dropped Revshare

Lead a team with two other designers on systemic combat design and C# architecture, translating investor vision into polished mechanics.

  • Owned the core GDD and systems documentation.
  • Designed high-fidelity elemental combat abilities.
  • Managed communication between owner and workers.

The design problem we faced:

How to create a mechanically fun, multiplayer focused defensive system that would work with a third person shooter angle while invoking a tactics feel. 

Design Solution:

A multi-way defense system that based on damage, mobility and other stats 

Elemental Arena – Blocking Showcases
Early2-SideBlocking.mp4
3-SidedBlocking.mp4

2-Side Blocking

3-Side Blocking

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Ragnarök – CRPG Systems & World GDD

Solo Game Design • GDD • Pathfinder 1e–Inspired CRPG

Solo-designed a large-scale Game Design Document based on my homebrew TTRPG world, exploring depth and consistency for a CRPG.

  • Defined core gameplay loops, acts, city-building systems, Pathfinder-based combat, and faction/divine favor structures.
  • Built a detailed mythological post-apocalyptic setting with zones, pantheon, factions, and NPCs, plus UI, audio, and content pipeline plans.
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Labyrinth Engine

PC • Game Design Lead • Main Programmer 

• Multiplayer

Sole GDD owner, main programmer. Currently In development. Build incoming.

  • Defined core loop, and implemented it.
  • Multiplayer Co-op design.
  • Managed the GDD and production-ready milestones.
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Syncronicity

PC • Game Design • Systems & Combat •  Narrative •  10 Day Jam •  #49 out of 833 games 

Worked as part of a 4 man team on a 10 day long jam as a system and narrative designer. 

  • Worked on the core GDD and systems documentation.
  • Designed a game loop based on TTRPG and Board game systems
    - The main idea was to try and appeal to the dopamine that hits when rolling lots of dice in TTRPGs
    - The game that I tried to base it upon somewhat loosely, was the mechanics of the World of Warcraft: The Board game.
    - I really liked the combat system there, so I tried to see what could work in a short 10 day setting.
    - I also thought it would be nice if we'd make every statistics of the player a dice, instead of them being just flat numbers.
  • Designed mechanics that would work for the Jam's theme and could still be expandedupon if we wished for a bigger project. 
    - I started working upon designing a gameplay loop based on the systems that we talked about.
    - One of the biggest hurdle came from giving the player some agency. We wanted to give the player abilities to use, however we didn't really have the time as the jam was only 10 days long.
    -The second biggest hurdle came from trying to connect our game idea to the jam's connection theme mechanically. That is why we decided that the player would be able to absorb the powers of the enemies, showing that they are connected.
    -That is why we decided to use a skill check instead.  
  • Balanced Vit, Def and Atk stats of the player against the enemies.
    -
    I started working on balancing each enemy, based on what they gave, and where they would be found on the level

  • Designed a level, so the player could scale comfortably whichever way they wanted to go.
    - 
    With the level design my, main goal was to provide the player the possibility to traverse the ship itself freely, while maintaining the sense that the bosses are necessary to defeat. That is why I placed the two boss rooms in front of each other.
    -So I kept the enemies in the machine rooms that aren't boss rooms singles.
    - I had one human enemy as a single enemy and one as a double in the first rooms, to show the player that the enemies will not be alone every time.
    -All enemies in the boss rooms had 3 creatures in them.

  • Designed two boss ideas.
    -
    I designed a mainly defensive high vitality low attack boss (the life support system)
    -And a mainly offensive love vitality high attack boss (the captain.)

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Alen Strange

PC • Game Design • Systems & Combat •  7 Day Jam

Worked as part of a 5 man team on a 7 day long jam as a mechanics designer. 

  • Worked on the core GDD and systems documentation.
  • Designed basic enemy AI based on the time constraints
  • Designed Boss AI and abilities. 
  • Balanced Hp and Damage,
PROFESSIONAL EXPERIENCE • Indie LEAD DESIGNER

Lead role in architecting systems-driven gameplay and technical frameworks for high-fidelity interactive projects.

#WORK #SYSTEMS #TEAMWORK

EDUCATION • BSC COMPUTER SCIENCE

Academic focus on computational logic, software architecture, and the convergence of systemic mechanics and narrative.

#EDUCATION #ALGORITHMS #DESIGN

TECHNICAL MASTERY • UNITY & C# 

Proficiency in Unity Engine, C#, C and Pyhton programming, Git workflows, useful for prototyping

#PROTOTYPING #UNITY #PROGRAMMING

EXTRA-CURRICULAR • TTRPG game master

I have worked with different people, wove narrative and designed player catering features for well established games.

#NARRATIVE #COMMUNITY #PROJECTS

Certificates
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UC-29211f3e-c981-4e90-828a-c616d41c84ee (1).jpg
Game Design Essentials Tools, Theories and Techniques Certificate (1).jpg
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