[layout for desktop]
[LEON DOHMEN]
designer/producer/translator/CREATIVE
GAMING IS THE DEFINING ART FORM OF THE 21ST CENTURY. Already our young industry has eclipsed ALL OTHER forms of media, but we are only JUST GETTING STARTED. The interactive art form has INFINITE space to create new EXPERIENCES. As a LIFELONG CREATIVE I’ve learned that COMMUNICATION is the core of CREATION. My most important skill is TRANSLATING, whether that be reformatting the way you COMMUNICATE DESIGNS with your team or converting the intended EXPERIENCE into GAMEPLAY for the player. A CONCEPT can only take us so far, it is in the TRANSLATION of IDEA to REALITY that we create true NOVELTY.
> BIOSIDE <
ZERO-G VR-SHOOTER // JOHN WICK IN SPACE
ROLE: FEATURE TEAM LEAD
//combat design
//movement design
//QA && playtesting
//voice acting
> SHATTERED_LIGHTS <
NON-EUCLIDEAN ROOMSCALE VR HORROR // MIND-BENDING TERROR
ROLE: NARRATIVE DESIGNER
//concepting lead
//tension design
//writing && VA direction
//QA && playtesting
STATS:
> 100k downloads on STEAM
> 87% POSITIVE rating
> WON BUAS best: ART, DESIGN & GAME
> GDC experimental games workshop finalist
> project FEATURED in an episode of “HET KLOKHUIS“
> SOLO_PROJECTS <
FIREHEART
MICRO_EMBLEM


RESOURCE-MANAGEMENT SURVIVAL
> 1-week dev time challenge
> heavy UI-focus
> branching choices
LEARNING GOALS:
> rapid solo development
> interactive UI
MVP FIRE EMBLEM PARODY
> clean, streamlined design
> minimalist version of FE
> ~50% finished
LEARNING GOALS:
> basic pathfinding
> character art
> minimalist design
> PROTOTYPES <
PERSONAL TECHNICAL DEVELOPMENT
ZOMBIE_SHOOTER
MICRO_GEAR


DEVELOPMENT GOALS:
> familiarize self with GMS2
> focus on gamefeel
> focus on interactivity
DEVELOPMENT GOALS:
> increase technical skill
> improve pathfinding
> implement height system
FEATURES:
> visual damage with masks
> lots of particle effects
> weapon degradation
> manual weapon operation
FEATURES:
> height system
> height/collision-based LoS
> node-based pathfinding
> collision system
> CURRENT_PROJECT <
UNNAMED TURN-BASED TACTICAL RPG

DEVELOPMENT GOALS:
> learn 3D rendering
> design systemic combat
> improve the TBT genre
OTHER ACTIVITIES/ACHIEVEMENTS:
Creator of 100+ workshop items for the voxel shooter BLOCKSTORM, voted BEST WEAPON SKIN ARTIST by the community.
Loves video and image editing, edits videos as a hobby.
One of the founding members of an inclusive beginner-friendly guild in the MMORPG GUILD WARS 2. Often organizes guild activities, onboards new members, and provides help to fresh players.
Creates and runs TTRPG games such as DUNGEONS AND DRAGONS.