Game Design Portfolio – Fabian Fischer

My work is fueled by a deep appreciation of the beauty of elegant systems. Hence I aspire to create games that deliver interactive value to players as efficiently as possible.

Below you can find some of the games I worked on. If you’d like to know more, just contact me via email or Facebook!

Crimson Company

“With such a wide variety of unique characters coming out in a different order each time, your strategy is going to change every time you play!” (Jonathan Estis – Roll For Crit)

A competitive card game about assembling an army of sellswords.

I envisioned and co-designed the game. As CEO, I was also involved in art direction, production and publishing. You can learn more about the game’s genesis on Gamasutra.

Hyperdrome

“Racing games aren’t exactly a novel concept, but Hyperdrome has set itself apart with its interesting tactical mechanics.” (Jessica Famularo – Pocket Gamer)

A tactical battle racing game by northworks Software.

I helped develop the original vision for the game. I was also involved in designing and balancing core gameplay systems as well as many of the included power-up abilities.

Black Hole Vagabond

Chaos, explosions and deceptively adorable moles!”

An arena survival rogue-lite about making use of tricky gadgets.

I designed, programmed and published the game over the course of a few days in a personal game jam.

Travian Kingdoms

“The fact that you are working as a small link in a big chain will certainly appeal to many.” (Mikey Walker – BG Directory)

An MMO strategy game by Travian Games.

I joined the development for open beta. I helped streamline the game and designed several features to improve accessibility and retention, such as achievements, daily quests and an in-game help system.

Auro

“In a way, Auro is like a statement: This is what video games could be.” (Samuel Ratchkramer – The Ludite)

A rogue-like tactics game by Dinofarm Games.

I was one of the game’s testers. I regularly contributed ideas and gave in-depth feedback about the game’s design and balancing.

Empire

“Empire is so tight it squeaks, and I suspect it’s the best game I’ve played this year.” (Owen Faraday – Pocket Tactics)

A 4X deck-building game by Crazy Monkey Studios.

I was one of the game’s testers. I regularly contributed ideas and gave in-depth feedback about the game’s design and balancing.

Experimental Prototypes

Over the years, I designed and programmed various prototypes to explore gameplay concepts and bring specific aspects of game design theory to life. This proved invaluable in refining my design philosophy.

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