Robert Titiri
Game Designer
About Me
I'm a game designer who believes gameplay should guide and complement every other aspect of a game as a vital part of its artistic expression, creating the experience players truly deserve. I strive to challenge conventions and push boundaries through innovative and interactive player-driven design.
With over 6 years of experience in Applied Game Design, Enemy Design, and Level Design, starting from my early teens, I have worked extensively with tools like Unreal Engine and Unity. I am open-minded, always learning, and committed to evolving through constant iteration.
Portfolio
Somber Fighter
Role: Solo Project
Dev Time: 10 weeks
Made in: Unreal Engine
Somber Fighter is a prototype for a 3D action combat system focused on tactical, emergent gameplay driven purely by core mechanics, without relying external elements such as RPG systems or environmental aids.
Inspired by the depth of competitive games, especially fighters, I researched industry approaches to player agency and designed attacks, defense, movement, camera, combat flow, and a flexible combo system to support expressive play within a simple framework.
Boxed-Up
Role: Main Gameplay Designer
Dev Time: 8 weeks
Made in: Unreal Engine
Boxed-Up is a 3D puzzle game where you play a postal worker in a disheveled, oppressive workplace under a corrupt boss. Using your faulty equipment, you inspect and sort packages, spotting and stopping the gremlins hidden inside by finding hidden clues, false labels, and tampering.
Inspired by Papers, Please and That's Not My Neighbor, the game focuses on tactile interaction and storytelling. I designed the intuitive controls, set core win conditions, explored package variation mechanics, and integrated narrative into gameplay.
Stellar Coil
Role: Solo Project
Dev Time: 4 weeks
Made in: Unreal Engine (using Lancer framework)
Stellar Coil is a 3D metroidvania shooter focused on exploration and a diverse arsenal of unique weapons. After crashing into an enemy base, your mission is to reach the control room and escape.
Inspired by Metroid Prime’s level design and Ratchet & Clank’s creative weaponry, the game seamlessly blends exploration with combat. Weapons and abilities interact with the environment, unlocking secrets and and rewarding exploration with items and better
vantage points.
The Art of Fear
Role: Main Gameplay Designer, Enemy Designer
Dev Time: 7 weeks
Made in: Unreal Engine
The Art of Fear is a stealth horror game where running isn’t an option. Your mission is tophotograph the museum’s exhibition pieces that have come to life to gather evidence, earn points, while you stay hidden and alive.
The mechanics were inspired by Pokemon Snap's game loop and UI. I designed the photo taking system to reward players with clearly outlined feedback and progression of how to take better photos to score more points, encouraging shots that bring you closer to the danger, that are of rarer targets, and of more complex compositions with many elements in frame.