CRYPTICAL PATH
Cryptical Path is an action rogue-lite in which players take the role of the Architect and build their own path through an evolving dungeon. I worked across game design and narrative design, contributing to its core Hexium’s Map mechanic, progression systems, FTUE, user journeys, UI/UX, worldbuilding, narrative implementation and internal design tools.
Working across systems, player experience and narrative.
Cryptical Path was one of the projects where my responsibilities crossed the most boundaries.
I worked on core systems and progression, player onboarding and UX, narrative design and implementation, while also creating a production tool for game flows and later acting as its Product Owner across the studio.
Systems & Progression
Imagined, prototyped and co-designed the Hexium’s Map mechanic with the design team. I also designed systems including the Talent Tree, Codex Menu and Achievements, and led progression and currency distribution design.
Player Journeys & Design Tools
Designed and implemented the FTUE and player journeys, supervised the overall UI/UX flow and created a custom tool for implementing narration, tutorials, NPC behavior and other game flows.
I later acted as Product Owner for that tool, coordinating its evolution so it could support other projects across the studio.
Narrative Design
Created the original worldbuilding for the first version of the project, then continued supporting and implementing the evolving narrative through dialogue, narrative settings and Unity flows.
After the dedicated Narrative Designer left the project, I further developed the worldbuilding, refined the narrative, managed localization and co-wrote the Codex.
Hexium’s Map
I helped imagine and prototype the mechanic that allows players to shape their route through the dungeon. The earliest iterations were tested physically with a poker set before being translated into the game.
Designing the Player Journey
I worked from FTUE through long-term progression: onboarding, user journeys, currency distribution, progression systems and UI/UX all had to reinforce the same underlying structure.
Design & Narrative as One System
My work moved repeatedly between mechanics and fiction: the Codex, worldbuilding, dialogue implementation, progression and player flows were designed to support one another rather than live in separate layers.
Building a Tool for Game Flows
I created a tool capable of handling narration, tutorials, NPC behavior and user journeys. It eventually became useful beyond Cryptical Path, and I took Product Ownership of its evolution.
I also served as Scrum Master (PSM I) for the project and represented Cryptical Path at Paris Games Week 2024, discussing the game directly with players, professionals and media.
- Role
- Game Designer - Narrative Designer - Tool Product Owner - Scrum Master
- Studio
- Old Skull Games
- Genre
- Action Rogue-Lite, Dungeon Crawler
- Platform
- Steam
- Design Areas
- Systems Design - Progression - Economy - FTUE - User Journeys - UI/UX - Narrative Design - Worldbuilding - Dialogue - Localization - Design Tools
- Additional
- Scrum Master PSM I, Paris Games Week 2024
- Years
- 2023-2024