Süreg's Masks
Süreg's Masks is a rogue-lite dungeon crawler inspired by Moonlighter and The Binding of Isaac. Built from scratch using SDL by a multidisciplinary team of around 20 developers, the game combines procedural exploration, challenging combat, and permanent progression within a dark fantasy world centered around resilience and personal growth.

My Role
As Lead Designer, I was responsible for defining the game's overall design vision and coordinating the design team throughout development. My work covered gameplay systems, combat, level design, progression, narrative, and close collaboration with both programmers and artists to ensure a cohesive player experience.
Gameplay & Systems
I designed the complete dungeon structure, including more than 100 handcrafted room layouts with unique enemy encounters and gameplay scenarios. I also created every enemy archetype, the player's abilities, and the full progression system, balancing combat, exploration, and long-term player growth to support the roguelite gameplay loop.
Narrative & World Building
Beyond gameplay, I wrote over 200 lines of dialogue for the village NPCs, developing the world's lore and supporting the game's central themes through environmental storytelling and character interactions. The narrative was designed to reinforce the emotional progression of the player's journey alongside the mechanical progression.
Collaboration & Production
Working with an external art team for the first time required constant communication and alignment between gameplay and visual direction. I prepared UI mockups, provided continuous design feedback, and collaborated closely with artists to ensure every asset supported both gameplay clarity and the intended atmosphere.
Outcome
Süreg's Masks was selected as the best project among four parallel productions developed during the semester. The game was showcased at IndieDevDay, where it was publicly exhibited and received very positive feedback from attendees, becoming one of the defining projects of my academic career.
Lead Game Design.
Systems Design.
Level Design.
Combat Design.
Narrative Design.
Team Leadership.




