ABOUT ME
Design Philosophy:
I believe that role of the game designer is to create highly engaging experiences for players, with the goal of evoking targeted emotions.
This shapes my “top down” approach to game design. This means having a deep understanding of the genre your working in, and knowing what types of experiences players are looking for when they engage in that genre.
Designing game mechanics to fit into and serve the overall context of the game is what creates cohesive & curated gameplay experiences.
My Work:
!!Current Gaming Obsessions!!
Magic: The Gathering (Commander), Deadlock, & Subnautica 2
Dealt In Darkness is a casual multiplayer horror game where players compete in series of board and card games with the goal of winning the most carnival tickets. Players receive tickets by placing highly in minigames. These tickets are what buy the players freedom at the end of the game.
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!! SUPER DUPER TETRIS !! is a small project I produced in Unreal Engine. The concept is entirely based around Tetris re-imagining as a 3D game.
Project Tactical a technical proof of concept for my turn based tactical combat passion project. This is a longer term solo production and this page serves as the projects Dev Logs
Game design beginnings:
My name is Dylan Liriano, I am a game designer and writer looking to break into the games industry. Games have been my passion ever since I started playing on my cousins hand-me-down GameCube with a scratched copy of Luigi's Mansion. Many years later in 2019 after buying the game "Firewatch" on my Nintendo Switch, a purchase I was not so sure about because it had absolutely no guns or action in it. I played through the game and loved it, looking for more I found a developer commentary playthrough. Playing through this mode was fascinating and shifted my perspective on gaming from “What I could play” to “What can I create”. Since then I've worked on my fair share of student games and worked alongside amazing industry professionals and plan on continuing in the industry for a long long time.