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Kaeson Lewis

Game Designer

Welcome to my portfolio! Explore my site to get a better understanding of my specialties, skill-set and experiences. Check out some of the awesome projects I have worked on over the years below. Enjoy browsing, and if you’re interested I'd love to discuss potential opportunities to collaborate.

Home: Welcome

Who Wants to be a Millionaire

Game Designer at Uken Games

Who Wants to be a Millionaire is a Mobile Trivia game licensed by Sony. 

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On this project I designed new features, creating detailed documentation, spreadsheets, UX wireframes, and balanced everything from the Battle Pass down to giftbox drop rates. As one of 3 designers, I worked closely with Product Managers to monitor metrics, and estimate the impact of changes to overall player experience.

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Some notable features I championed and/or worked on that brought substantial lift to KPI's include: the Piggy Bank, many iterations of the Battle Pass event, as well as streamlining Trivia rounds via the Fast Mode toggle/experience.

Home: Bio

Armory and Machine 2

Game Designer at Uken Games

Armory and Machine 2 was a Mobile Idle Game developed by Uken Games.

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On this project I originally started as a QA Analyst, but later transitioned to the primary designer. This included iterating on the core gameplay loop, onboarding experience, as well as being responsible for the overall balance and economy. This role was a great experience working with Developers, Product Managers, and Stakeholders alike to successfully launch a new title with limited resources, and then shift in a more live-ops focused direction.

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This being my first mobile project, I had the opportunity to learn a lot about free-to-play mechanics and what makes a successful idle game. Implementing a deep and customizable resource management system with many soft-gates was a constant challenge to maintain, but I feel we delivered a fun and well paced idle experience full of rewarding problems to solve, and a well paced sense of progression.

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Working on this title, I also honed my skills as a combat designer, working with the games Active Time Battle system. This involved creating tons of enemy attack patterns, many different player abilities with synergies, and branching choice-driven levels.

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Armory & Machine 2 went into early-access 2019 on Android, and later came to IOS. The game was discontinued and removed from both platforms in 2021.

Home: Bio

The Shadows Game

Lead Programmer

The Shadow's Game is a Puzzle-Platformer I made alongside a team of close friends for our first-year workshop project using Cocos2d-x.


The player solves simple puzzles by controlling either their human character or his shadow and traverses the 2 layered world using a handful of simple movement abilities.

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On this project I acted as the Lead Developer, working with the team to implement and fine-tune the core gameplay loop, as well as building a simple level editor. This was a great opportunity to learn about the technical challenges of developing all different kinds of features/mechanics and collaborating with a small team with different skill-sets.

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Home: Bio

BasketBrawlers

Lead Programmer and Game Designer

BasketBrawlers is a 2.5D fighting game I worked on alongside a team of close friends for our second-year project using C++ and OpenGL/GLSL.

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Over the 8 months working on this project, we were able to create 2 unique characters, 3 maps, and a dynamic physics based movement and combo system.

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As Lead Developer and Designers, I championed a lot of what became the core loop of the game, trying to create a unique, fun and fast pace experience. I developed the locomotion, animation, and collision systems, as well as most other gameplay components of the project.

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Home: Bio

City Demons

Passion Project

City Demons is a 2.5D 4 button fighter created by myself in the span in 3-4 weeks.

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The main concept for this project was to replace the traditional "Special Meter" from other fighting games, and to always give the player access to their special moves and abilities. Special moves would instead consume grey-health (healable damage) or the players normal red-health. This creates an interesting challenge of micro managing your HP and take risks to defeat your opponent. This also opened up a wide range of unique character concepts I wanted to explore related to this odd special meter.

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This early prototype was done in C++ using OpenGL/GLSL to implement the rendering pipeline and a custom action, animation, and particle systems. In the future I hope to restart this project in an established engine.

Home: Bio

Get in Touch

Interested in learning more about my work or how we can collaborate in the future? Send me an email or reach out via LinkedIn.

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