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SCROLL CONTACT CV
User centric
tech desigN
radu teodosescu
PROJECTS CONTACT CV
2014 - present
What is
User centric tech desigN
User Centric Principle
Using the lens of player experience to guide your decisions during development is the first step in creating something of actual value, both on the market and culturally.
In Practice
A good understanding of your audience, riguous testing and the use of metrics is central to my work.
Tech Design The Craft
How you go about implementing your ideas and what tools you use can be the most important part of the process.
Self Reliance
Being involved at the ground level means spotting problems early and having the ability to solve them independently.
Summary
Developing games for 5 years, both independently & in teams of 20+ developers.
Current Position
Studying at (former NHTV)
Released
Tiles Apart

Nice Try, Plane!
Releasing 2019
Captain Starshot (Steam)
Why Games?
As one of the newest art forms, they have the potential to be a driving force for culture and I want to be at the forefront of that.
NEXT PROJECT Contact CV
2018
role(S) & responsibilities
Tech Designer Modular Ability Tool
An expandable tool that can create complex interactions from simply editing a data structure.
Blueprint Systems Design
Designing or refactoring the system for dealing damage, handling rooms, boarding ships, and space movement.
Level Designer Procedural Levels
Creating rules for the procedural generation of levels using our proprietary graph grammers tool.
Outsourcing Contact Point
Working as a bridge between and our team to deliver the music and sound design.
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Captain Starshot
Pilot your ship and fight aliens on foot with the help of your trusty squad, in order to save humanity from a gruesome fate!
Status
In Production, to be released April 12th 2019.
Genre
Top-Down Shooter Roguelite.
Scope
22 Developers & 9 Outsourcing over 8 Months.
Engine & Tools
Unreal Engine 4.21, HOUDINI, .
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Modular Ability Tool
Purpose
Designed to eliminate the need for hardcoding abilities and expand our range of possibilities we have to offer to the player.
UX
Conditions & Actions are the building blocks of this system. They determine the use case of an ability and guide player decision making. Mix and match in a data structure to achieve different results.
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Blueprint Systems Design
Custom Damage System
Built to be integrated into the modular ability tool, be expandable and accommodate status effects.
Rooms
Gameplay layer logic for rooms as well as the positioning, opening, and locking of doors.
Boarding Ships
The logic behind spawning and despawning different player characters alongside a smooth transition from your ship to your on foot player character.
BACK RESTART
Lessons Learned
It's Never Too Late To Future Proof
On a long project, it is even more important to properly structure your code, as you will be doing yourself a favor in the long run. A great amount of time has been spent solely refactoring while developing Captain Starshot.
Be Open To Lateral Learning
I've had multiple tasks outside of my comfort zone that have prompted me to learn new skills such as working with in-house tools, web development and code reviews.
NEXT PROJECT CONTACT CV
2018
role(S) & responsibilities
Systems Designer Core Puzzle Design
Creating simple but expandable core gameplay.
Tileset Mechanics
Determined through prototyping mechanics with physical pieces and applying the methodology.
Lead Designer Providing Structure
Organizing the design team and acting as a contact point for other discipline leads.
Tabletop-Mobile Adaptation
Taking our core reference, , and adapting it to become a level based mobile puzzle game.
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Tiles aparT
A singleplayer puzzle game with over 50 carefully crafted levels that will boggle your mind.
Status
Out of the App Store, Google Play, and Itch.io.
Genre
Puzzle Game.
Scope
16 Developers over 8 Weeks.
Engine & Tools
Unity.
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Core Puzzle Design
Process
Physically prototyping different movement and control mechanics using Doolhof(Labyrinth) pieces until our desired level of depth and elegance was reached.
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Tabletop-Mobile Adaptation
Research
Dysect Doolhof, documenting it step by step, then pick and choose which elements to keep and focus on when adapting it into a mobile level-based puzzle game.
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Tileset Mechanics
Prototyping
Prototype a big variety of tilesets, judging them by how much depth they would add to the system and how well they expand our options in level creation.
Defining Feature Set
Select a set number of them to be developed in order of priority, determined by applying Clockwork Game Design methodology, specifically analyzing their impact when applied together to the game as a whole.
BACK RESTART
Lessons Learned
Core Up And Running
Getting the core of a game playable as soon as possible is a great motivator for the team and ensures you have a solid base to work from.
Onboarding is a Priority
We did not take ease of onboarding as a factor in our considerations when picking our core and secondary mechanics.This limited our user base dramatically and proved a very difficult issue to solve during development.
NEXT PROJECT Contact CV
2017
role(S) & responsibilities
Tech Designer Custom Controller
Designing the custom pump controller, selecting and testing the necessary parts, wiring them up to the Arduino and attaching them to the bike pump.
Balancing Movement
Altering the speed of movement and tilt of the minecart either in-engine or by altering the distance and positioning of the IR sensor on the pump.
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MineblowerS
Race out of town as fast as possible while balancing your speed to stay on the tracks. Played best using our custom pump controller!
Status
Available for Download.
Genre
Time Trial Runner.
Scope
8 Developers over 2 Weeks.
Engine & Tools
Unreal Engine 4.18, Arduino, Tinkercad.
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Custom Controller
Game-Jam Timeframe
We were working under a tight deadline so we had to work with the parts we had readily available or that we could have delivered to us within a few days.
Tinkering
We attempted several options for translating the pumping action in-game, including a potentiometer and wheel combo and an air flow sensor but finally ended up with an IR sensor and a reflector.
Process
My process was designing the circuit on Tinkercad after which I created a diagram and the physical prototype.
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Balancing Movement
Many Variables
Tweaking the movement proved especially challenging, as I wasn't working with a completely stable controller and a lot of variables were fluctuating because of the actuation of the pump itself.
Moderate Workout
After a lot of adjustments both to the controller and to the blueprints, I've achieved a desired speed and tilt rate that would provide an adequate amount of challenge and not completely tire out an average player.
BACK RESTART
Lessons Learned
Research in Pre-Production
Because of the short development time, I've experienced the issues that can arise from not doing enough research ahead of time. This was compounded by my lack of experience in electrical engineering.
OTHER PROJECTS CONTACT CV
2017
role(S) & responsibilities
Level Designer Research UT
Getting acquainted with Unreal Tournament and understanding what makes their levels tick.
Blockouts
Creating gameplay spaces in a gym environment.
Organizing Playtests
Arranging playtests for my own map and those of other students and keeping detailed records to inform my next iterations.
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DM-salvation
An Unreal Tournament map built for 2-6 players, inside and around an abandoned Soviet missile silo.
Status
Available for Download.
Genre
Arena FPS.
Scope
Solo Project over 8 Weeks.
Engine & Tools
Unreal Tournament Editor, Unreal Engine 4.18.
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Research UT
MDA Analysis
Created a diagram to categorize the system in Unreal Tournament via the MDA model.
Map Analysis
By analyzing successful maps I was able to pick up on common elements and inform what are common choices in UT level design and what are unique elements.
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Blockouts
One-Offs
Creating several very rough layouts using the metrics I've gathered from existing maps to get a general feel of the direction I wanted to head into.
Iterations & Documentation
Once I had a clear direction I started iterating on specific sections of the map and documenting the process for future reference. This way I was also able to improve my speed and efficiency at creating the blockout by showing my exact process and asking for feedback.
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Organizing Playtests
Planning
I've started an initiative of planning and scheduling playtests for several of the maps that were being developed at the time. This was done using a centralized sign-up sheet and recorded for viewing in post.
Overseeing
I personally oversaw the tests and saw to any technical issues we were having, be it with the machines or the game servers.
BACK RESTART
Lessons Learned
Convoluted Theme
If people can't put their finger on what you are trying to convey (in this case being the theme of the map), it is likely a bad idea to go ahead with it if you don't have the necessary time to clarify your intentions. My level design proposal suffered from this issue.
Document Process
Documenting your process in detail is extremely valuable for future reference and should be done whenever time allows for it.
SKILLS CONTACT CV
2016 - present
role(S) & responsibilities
Tech Designer Falling Objects
Logic for objects falling, attaching themselves onto your plane, being hit by the players and then falling off your plane.
Balancing
Getting the weight and rate of rotation perfect to achieve a state of flow.
Ladders
Creating the logic for going up and down ladders and hooking up the UI elements.
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Nice Try, Plane!
Balance keeping the plane upright with your greed as you compete with your friends to see who can rack up the highest score while not plummeting off.
Status
Out on Itch.io.
Genre
Competitive Co-op Party Game.
Scope
11 Developers during the Global Game Jam 2019.
Engine & Tools
Unreal Engine 4.21, HOUDINI.
Producer Organizing Feature Teams
Divide up the team to work towards several objectives.
Managing the Backlog
Using Trello to keep track of the backlog, assign tasks and give feedback to work in progress.
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Ephemeral Energy
Sneak through ruins guarded by ancient sentries to gather the 3 crystals of power.
Status
Complete.
Genre
Top Down Stealth Game.
Scope
15 Developers over 8 Weeks.
Engine & Tools
Unreal Engine 4.17.
Tech Designer Rhythm Game
Logic behind the rhythm game section developed in blueprints using a string for beat information input. UI implemented and synced up to the beat.
Radar Concept
Helped create the radar concept and tied the speed of rotation to the rhythm game section.
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Yellow Submarine
Safely navigate the treacherous waters with a balalaika powered sonar!
Status
Available on the Global Game Jam site.
Genre
Co-op Navigation Rhythm Game.
Scope
6 Developers during the Global Game Jam 2017.
Engine & Tools
Unreal Engine 4.17.
UI/UX Designer Interface
Designed and implemented the radar ring that tracks the progress in a round and threats around the player.
Audio Producer SFX
Created and implemented all sound effects
Level Designer Tutorial
Created the concept for the tutorial level, the blockout of the level and all the triggers to transition through each stage of the tutorial.
BACK RESTART
oVerminD
The (potential) future of squad-based tactics. Control your drone squad member's every action in first person as they breach and clear room after room. As you are sending out your control signal remotely, you only get the visual information about the enemies whereabouts from one turn prior.
Status
Available for Download.
Genre
First Person Squad Based Tactics.
Scope
4 Developers over 8 Weeks.
Engine & Tools
Unreal Engine 4.18.
ABOUT ME CONTACT CV
Proficient With
ue4 UE4
unity Unity
perforce P4V
svn SVN
github Git
premiere Premiere
audition Audition
dreamweaver Dreamweaver
DESIGN
Tech skills
Visual Scripting
700+ Hours of experience with Unreal Engine 4 blueprints. (over the course of 2.5 years)
Adaptable
Ability to quickly pick up a new scripting language or proprietary tool. Examples include Twine and the Awesomenauts Dev Tools.
Editor
I enjoy the edditing process. Experience editing and mixing trailer footage and music vocals.
This Website
Using the framework of I picked up the html, css and javascript required to create this site.
sheets Sheets
excel Excel
indesign Indesign
illustrator Illustrator
TECH PRODUCTION
Design skills
Level Design
400+ Hours of experience sketching, creating blockouts, testing and iterating. (over the course of 2.5 years)
Game Design
Concepting and iteration of rulesets for diverse genres of video games and board games. Heavily envolved in the design of every project i've worked on.
Systems Design
Systemically oriented in my design with a focus on scalability, synergy and exploring different methodologies.
jira Jira
hack'n'plan HacknPlan
jira Trello
Omnifocus Omnifocus
projects Projects
powerpoint Powerpoint
DESIGN TECH
Production skills
Agile Scrum
6 Team Projects using Agile Methodology. Experience as Producer for a team of 15. (Ephemeral Energy)
Task Management & Time Tracking
Personal ambition to effectively manage my time and keep track of my tasks efficiently using automated methods if available.
RESTART
Contact & Cv
About Me
Pastimes outside of games
Dance Choreography
A passion of mine ever since I learned street dancing. Given the right resources I would try it profesionally.
Cortex Podcast
I've seen my day to day working life in a very different light since listening to this podcast. Key listening material for the creative professional.