I’ve been involved in gaming my entire life, from analog to digital, competitive to co-op as well as casual to hardcore. I’ve seen a bit of everything. This enables me to recognize both positive and negative aspects of games. This serves me as a good basis for new game ideas.
During my studies I also learned what Bartle defined as player types, what pacing and ramping is or how to create a game design document.
Here are examples of my game design experience:
Cubes of Evil:
“Cubes of Evil” is a real-time strategy game with multiple playable factions, each with its own style of play. Special is the built-in unit editor that allows players to customise their own units and buildings as they like, as well as the added neutral camps/villages that the player can plunder/subjugate as the ruler of a malevolent war power.
Below is the High-Concept I created (German Version)