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Alex Kubodera

Portfolio
  • Death's Gambit
  • Art
  • Game Design
  • Writing
  • About

GAme Design

Designing for Difficulty: How we designed bosses in Death’s Gambit

Using readability to alleviate player frustrations when facing insurmountable challenges. Lessons from Elden Ring, Sekiro, and Death’s Gambit.


systems Design

Dice systems designed for various RPG settings. Some terminology is specific to the rulesets of these RPGs.

Dynamic Lockpicking

A “living” lock that cycles like a real security system using only D20 dice. This system combines randomness and strategy to create a fun minigame that mounts continuous pressure.

Cyberpunk Hacking

“I love this … Especially the addition of all the different types of DAEMONs that … make each new hack attempt unique to the players involved. This is probably the best hacking system I’ve seen by far. Shadowrun … wasn’t this involved.”

Courier Retrieval

A simple and versatile system for determining the difficulty of retrieving any kind of package by adding modifiers and determining the gradient outcome with a D20 roll.

“[This] courier system is awesome.”

DnD TrapPing

A simple, fair, and strategic system for setting up traps using player stats for tower defense-like invasions. Rewards cooperation and planning.

“I felt like an Ewok repelling the Empire.”


FLOWCHARTS

Death’s Gambit

A flowchart that breaks down the complete gameplay progression of Death’s Gambit.

Alex Kubodera © 2019