ABISMO

| Unity | Figma | C# | ClickUp | Excel | Github | Photoshop |

A cooperative horror roguelike focused on tension, resource management, and emergent teamwork in a hostile underwater world. ABISMO blends survival mechanics, procedural exploration, and cooperative gameplay, challenging players to descend, recover resources, and survive environmental and psychological threats.

As a Gameplay Designer, I designed core systems shaping the player experience and reinforcing the pillars of tension, cooperation, and survival.

I created the extractor tube system, a central mechanic that serves as both lifeline and limitation. With rope physics and spatial constraints, it turns navigation into a collaborative puzzle under pressure.

I also designed +20 items and tools focused on meaningful decisions and scarcity, encouraging players to coordinate and adapt to unpredictable situations.

I worked on player and ship progression systems, integrated with the scrap economy.

I designed levels, biomes, and procedural structures to support replayability while maintaining a clear difficulty curve.

I also introduced thecrafting mechanic connecting exploration and dungeon crawling with progression, reinforcing the core risk-reward loop.

Throughout the project, I focused on emergent gameplay, where player interaction and environmental pressure generate unique situations every run.

Proyecto 1 Proyecto 2 Proyecto 3 Proyecto 4 Proyecto 5

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