Cameron Bajus
Senior Game Designer
About me
I was first hired as a lead level designer directly from college for a mid sized indie company. I've always loved creating game worlds and watching others move through them. Below are the two fully published games I was fortunate enough to see from beginning to end. I'm extremely proud of my design work in these games, and even prouder that I was able to lead creation of their spaces.

Embr -

As a co-op firefighting funny physics game, every level had to do a few things
• Fully support single and multiplayer (no two players hold button mechanics)
• Be an interesting space to explore with puzzles to solve (including clever brute force)
• Make enough sense as a house (or other building) to not feel like a "video game level"This project taught me the difference between "designer interesting" and "player interesting" over Embr's dev time.This game began as a straight forward fire fighting game, but through my narrative direction became a humorous take on the gig economy.Every level in the game was either hand crafted in Unity by me, or had a technical run from me fixing bugs after art integration.The few levels I did not build personally I oversaw and helped others when needed.

Wildmender

Joining an excellent sandbox game with amazing survival and gardening mechanics, my job was to:
• Create a tutorial explaining dozens of mechanics naturalistically
• Write and implement story quests using preexisting systems
• Craft story elements to lead people through the experienceThis project had a lot of oversight, so each new design feature had to be made to a presentation and shown to the team.I had a hand in writing every quest in the game, and each boss battle and boss arena were blocked out in Unity by me. The story was written by me and a small team.

