Game Dev Portfolio – Fabian Fischer

“Fabian’s contributions have been incredibly helpful to me and the teams I’ve worked with. His critical mind, understanding of game design and ability to work constructively with others make him a tremendous asset to any team.”

(Keith Burgun)

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

“Even though it is a card game, Crimson Company is actually much closer to Chess than to Poker.”

A board-drafting card game about assembling an army of sellswords.

Together with Dario Reinhardt, I envisioned, designed and published the game. As CEO, I was involved in business decisions, production processes, marketing and community building.

Hyperdrome

“Hyperdrome puts a twist on the racing game genre by removing steering controls in favor of tactical abilities.”

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.

Travian Kingdoms

“The variety of gameplay possibilities will speak to strategy game veterans in particular.” (Stefan Grund – AndroidPIT)

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 roguelike 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.


Prototypes

Whenever I find the time, I love to experiment with new kinds of gameplay mechanisms and concepts. Sometimes this results in playable proof-of-concept prototypes.

Here are a few examples!

Chrono Echo

A squad-based tactics game.

I envisioned and designed the game. It went through several design iterations as a paper prototype. In collaboration with Bob Shelline, I also developed ideas for the game’s setting and visual style.

Desert of the Dead

A resource management survival game.

I envisioned, designed and coded the game. There is a fully playable prototype featuring a comprehensive scoring system.

Orc Bomber

A top-down assassination game.

I envisioned, designed and coded the game. There is a fully playable prototype featuring dynamic difficulty progression.

Stand Your Ground

A turn-based shoot ’em up.

I envisioned, designed and coded the game. There is a fully playable prototype featuring several special abilities.

You Shall Not Pass

A positional tactics roguelike.

I envisioned and designed the game. A fully playable prototype coded by Tino Stöckel went through several design iterations.

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