
Sunderfolk
Game & Cinematic Designer
Sunderfolk (2025)
Game & Cinematics Designer
Summarized Responsibilities:
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Owned design of 10 encounters and 7 bosses, monsters, and heroes — from concept and implementation to rapid prototyping and iteration.
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Maintained a strong focus on character fantasy and combat experience to ensure engaging gameplay.
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Help lead creative direction and implementation on 30 cinematics and cutscenes; collaborated cross-discipline with animation, 3D, VFX, and writing teams to deliver high-quality results under tight budget and time constraints.
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Led and participated in 3+ weekly playtests to identify improvement areas and provide actionable design feedback.

Designing Monster and Hero

Collaborate with artist to ideate on the character’s core fantasy, in-game behavior, and personality.

Pick the best ideas and develop them further.


Brainstorm and develop ideas for the character’s spell cards, core mechanics, and passive abilities, with an emphasis on how they enhance both combat and team-based interactions within the game.


Run multiple paper and in-engine playtests with groups ranging from 3 to 30 developers to gather feedback and iterate on gameplay balance, clarity, and engagement.

Monster: Wurm



Swallow the World
Unique to the Wurm, this ability allows it to forcibly reposition all characters closer to the Monster, even pulling them through hazards such as pits or dangerous objects.
Devour
Powerful and dangerous, this spell card not only makes the Monster a significant threat but also emphasizes that it attacks all characters—whether its a friend or foe.

Designing Levels and Encounters


Align on level requirements and conduct research to gather reference materials.
Brainstorm and ideate multiple design based on defined requirements. Select the most promising encounter concept for playtesting and iteration.


Run multiple paper and in-engine playtests with groups ranging from 3 to 30 developers to gather feedback and iterate on gameplay balance, clarity, and engagement.
Encounter: Rubble Maze

At the start of the next round, falling rocks reshape the board, creating new zones and passageways that separate players, transforming it into a maze-like encounter.
Players can strategically use rock obstacles to block Wurm's pull mechanic, avoiding being drawn closer in.
Players can strategically use Redcap's explosion and Wurm's area-of-effect attack to eliminate other monsters.
More Encounters

Brightstone Cleanup
Remove the Brightstone Lanterns while take on powerful Monsters players has ever encountered.

Tavern Trouble
Learn about the game's basic controls, lovely characters, and your role in the Sunderland.

Cinematics and Cutscene


Analyze the narrative and gameplay elements of the encounter to identify key story beats that emphasize the stakes and prepare players for the challenges ahead.
Research and brainstorm by analyzing existing assets and crafting a narrative pitch, while striving to create a seamless transition between the cutscene and gameplay.

Create a storyboard and first draft that visually conveys the cinematic’s narrative concept.
Collaborate closely with animation, 3D, VFX, and writing teams to refine and iterate throughout the production process.
Cinematic: Bug Rollout
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Utilized 100% gameplay assets
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Low-cost implementation
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Efficiently communicated the narrative
More Cinematics