Corruptor
🏬 Company
Take Team
📐 Role & Employment Type
Project Lead / Lead Designer - Self Employed
🕐 Time
January 2019 - September 2020
♟️ Genres
Top-down, Boss Rush, Shooter
🖥️ Engine
Unity
🎮 Platform
Pc
🗣️ Pitch
Corruptor is a Top-Down Shooter game where you play the role of Artificial Intelligence with the scope of killing other rogue AI.
🎮What I contributed to:
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Led the project from early prototype to release, transitioning it from a linear action shooter to a Boss Rush-style top-down game based on production constraints.
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Supervised and directed a team of 4, coordinating work across design, programming, and implementation phases.
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Designed and implemented 17+ unique Boss encounters and their associated arenas, ensuring strong mechanical variety and engaging combat dynamics.
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Took ownership of core gameplay design, refining player mechanics, feedback systems (VFX/audio), and overall combat feel.
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Crafted diverse level content, including:
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Boss arenas
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Warp rooms
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Final level ("World 4")
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Developed and balanced enemy design, boss patterns, and encounter pacing.
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Established a structured boss creation workflow with a junior designer and programmer: concept → iteration → implementation.
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Took on multiple secondary design responsibilities, including:
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Combat design
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UI/UX design
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Gameplay balance
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Regularly mentored a junior designer, guiding iteration and design decisions.
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Conducted extensive playtesting, debugging, and polish passes, including major redesigns based on feedback and team discussion.
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Gained a first-hand experience in team leadership, remote communication, and cross-disciplinary coordination across the full game dev cycle.
🧠 Key Learnings & Growth
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Gained experience leading a game from prototype to release, managing both creative vision and production timelines.
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Learned how to communicate effectively in a remote team, collaborating with colleagues across disciplines and skill levels.
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Developed strong team coordination skills, navigating overlapping workflows and establishing respectful role boundaries within a small team.
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Honed the ability to iterate and execute on a full game design, balancing creative ambition with realistic development goals.
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Designed and implemented a wide variety of boss encounters under tight time constraints, from concept to in-game integration.
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Helped create a structured boss design workflow, collaborating with a junior designer and programmer to efficiently develop and integrate ideas.