Game Designer

Hello! My Name is Toni Winkler and I am currently a game design student at the school4games in Berlin, Germany. Below you can find my portfolio highlighting some of my recent work.  

Experience 

Unholy Tactics

In Unholy Tactics you play as an evil enchantress who is taking over the world with her undead army. As a player you must cleverly command your evil warriors and utilize their black magic to the fullest to complete your unholy conquest.

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      Genre: Turn based Tactics Game
      Engine: Unity 2022.3
      Team Size: 11
      Duration: 10 Weeks
      Completion: August 2023
      Platform: PC
      Tools used: Unity, Google Sheets, Photoshop, Jira, Confluence, Drawio,

Role(s) and Responsibilities:

  • System Design: Designed the Ability System, the Progression System and Systems as the Perk System, XP-System that were cut in the end.
  • Game Balancing: Oversaw that the game felt interesting to the player at any stage of the game and discussed plans and user-stories with the Level Designers
  • Playtesting: Regular playing and reviewing Playtests from Testers from outside of the Team.
  • Documentation: I kept all game features updated and made sure they were linked to related pages and are easily readable

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Second Person Game

In this game your head sits on another players body. As you try to solve puzzles you have to work together to lift this curse.               

The Core Gameplay is Communication. Play in Co-Op and solve puzzles.

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      Genre: 3D-Co-Op-Platformer
      Engine: Godot 4.2
      Team Size: solo
      Duration: ~ 2 Weeks on and off
      Platform: PC
      Tools used: Godot Engine, Adobe Photoshop, Google Keep, Drawio
      Requirements: Two Controlers. Two Monitors that face in opposite Directions

Role(s) and Responsibilities:

  • Game Design: From the Idea of a second person shooter i moved on to a puzzle/platformer game
  • Level Design: I designed all Levels in a way that encourage communication between the players  
  • Programming: Because I had no time to learn networking I came up with this split screen solution. I implemented all features, from the player controller, level transitions and object interactions
  • Game Art: Basic Color Coding, Lighting and Asset Pack Tests and implementing an Outline Shader for a unique and readable style

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Download Documentation as PDF

Godly War and Ruins

Play as a “Hexblade”, a melee warlock who fights off hordes of enemies, augmenting his abilities with the gems he takes from their bodies. Three unique levels lead through winding caves and canyons in this hack and slash game.

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      Genre: 3D Hack and Slash
      Engine: Unreal 5.2
      Team Size: 11
      Duration: 10 Weeks
      Completion: February 2024
      Platform: PC
      Tools used: Unreal Engine, Miro, Mural, Confluence, Drawio, Trello, Google Drawings, Google Sheets

Role(s) and Responsibilities:

  • System Design: Level-Progression System (multiple Versions), Gem-Progression- System, Movement and Combat System,
  • Balancing: Making Movement feel powerful in accordance to our Reference, Warframe Keeping the Gem System feel necessary
  • UI: Implementation of Progression Text, Enemy Healthbars Button Prompts in HUD
  • Cinematics: Created and implemented the intro and outro sequence 

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Shine A Way

As an electrician you just want to do your job: fix the light. But experiments hide within this secret laboratory and block your path. A drone will help you to shine a light and figure out a way in this dark place.

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      Genre: 2D-Platformer
      Engine: Godot 3.5
      Team Size: 7
      Duration: 10 Weeks
      Completion: February 2023
      Platform: PC
      Tools used: Godot, Photoshop, Interlinked Google Docs as Wiki, Drawio, Trello

Role(s) and Responsibilities:

  • Game Design: I concepted and designed the idea of using light to reveal and activate platforms as well as designed the Enemies.
  • Game Art: Support of the art department with skeches and made the feedback for checkpoints, moving platforms and switches.
  • Sound: Selecting references and source sounds. Cutting, mixing, implementing and iterating.
  • Game Design Lead: Keeping the Team informed about changes and cuts. Decided on cutting content while keeping the game feel coherent.
  • UI/UX: Creation and iteration of the screenflow and wireframe. I also ensured that each element was implemented in a consistent style.

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