Profile centered player guidance in level design

My bachelor's thesis research on which I investigated how it would be possible to guide players within a 3D envoirment taking into account where the player would most likely want to go in a level. In my investigation I analyzed four games well known for its great player guidance and I conducted several playtest sessions in order to check the conclusions of my analysis.

RTS balancing research

Research on how RTS games are balanced where I explore some methods to it, a dissection of the elements of RTS games and how to make them work and a sneak peek of other design elements to take into consideratons in RTS games, like their level design.

Game Design magazine article

Divulgative article for a 2018 university magazine about videogames and game design called D as in Design. The article I wrote is called "Kickstarter: A look on the future’s games with lens on the past" and in it, I talk about interesting games funded by Kickstarter that inspire themselves in games of the past.