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Genres: historical, turn-based strategy, card battler

My role: Creative Manager, Narrative Lead, Game Designer

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Tectonicus is a card-based strategy game with a unique take on History. Interpret great battles of the past as a historian and witness your decisions as a warlord, fighting turn-based battles on a tactical board, where cards represent units, warfare concepts, or powers of History itself.

MVP stage visuals – under reconstruction!

Since joining GAMUCATEX in May 2023, I've made a considerable contribution to the fascinating project of Tectonicus in several areas.

Game Designer

Ideating, pitching, designing, implementing, testing, polishing and documenting game mechanics, features and elements in close collaboration with our in-house Historians, Artists, Developers, Sound Designers and Composers. Designs I've been responsible for belong to different parts of the game: from tutorial flow to card types, from units' classification and synergies on the battle board  to token design, from card abilities to UI enhancements.

Narrative Lead

Managing the whole process of designing and implementing the Story Mode – the biggest upcoming game mode, the cornerstone of our single player experience with unique, multi-layer setting and branching narrative. 

 

As narrative team lead, I've been managing all our tasks, directions of work and milestones as part of the overall game production; assuring individual and interpersonal mental well-being of the team; collaborating with all other departments to bring our Story Mode to life.

Business and Social Media

Helping to plan, create, polish and publish content about the game and our team on the website blog, YouTube channel, LinkedIn, Instagram, Facebook and X. Collaborating with Market Researchers, UX Researchers, Business Developers on product vision, market fit, target audience, monetization strategy, and more. 

Creative Manager

Overseeing and assisting creative processes across departments for task outcomes to align with project vision and scope. Continuous reviewing, testing and performance analysis of new features, adjustment of global directions of work in close collaboration with Game Director, Producer and Department Leaders.

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MVP stage visuals – under reconstruction!

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