Key Contributions:

  • Designed a loadout-driven combat system with distinct attack styles per mask

  • Developed enemy behaviours and combat encounters

  • Created player abilities, talents, and combat mechanics

  • Contributed to art direction, 3D assets, and VFX

    Role: Game Designer, Art Direction, 3D Artist, VFX
    Engine: Unity
    Team Size: 6
    Project Type: Student Project

Kyomen is a fast-paced isometric action prototype developed during Global Game Jam 2026 as part of a small team. I contributed across game design, art direction, 3D modelling, and VFX. My main focus was designing a loadout-driven combat system where each mask introduced a distinct attack style, such as altering projectile behaviour or enabling more aggressive close-range play.

The system was built to encourage constant player adaptation, with shifting enemy patterns and arena behaviour shaping the flow of combat. I aimed to create a responsive, reflex-driven combat loop, using mask swapping and combo systems to reinforce risk–reward decision-making and maintain gameplay intensity.

Art Direction

In addition to gameplay design, I was responsible for the game's art direction and visual identity. This included modelling characters and assets, as well as creating visual effects that communicate combat feedback and reinforce the personality of each mask.


Core Responsibilities:

  • Combat system design

  • Enemy behaviour and attack design

  • Player abilities and talent mechanics

  • Art direction and visual identity

  • 3D modelling of characters and assets

  • VFX design for abilities and combat feedback

  • balancing combat encounters

  • designing mask identities

Combat & Mask Design

Kyomen’s combat is built around a loadout-driven system where each mask introduces a distinct attack style and way of engaging with enemies. Mask swapping directly changes player abilities, combat flow, and visual feedback, encouraging players to experiment and adapt in real time.

Encounters were designed to support this system, using enemy behaviour and pressure to push players into switching masks and making quick decisions. The goal was to create a responsive, momentum-driven combat loop where each playstyle feels unique and clearly communicated to the player.

You can play Kyomen here on Itch:

https://ath3rox.itch.io/kyomen