My contributions

Level Design
Metrico+ contains over 70 puzzles spread across 6 different worlds. Each new world introduces a new mechanic which sets the theme and builds upon the difficulty partly because all previous mechanics remain. A while ago I wrote about my thought and design process in detail for Gamasutra (Now GameDeveloper) Although this was for Metrico and not Metrico+, I used the same principles.
gamedeveloper.com/ puzzle design through forecasting
Where Metrico’s mechanics (and thus puzzles) where really centered around the PlayStation Vita Hardware (It used the Gyroscope, Camera, Backtouch etc) Metrico + its levels had to be reinvented entirely for Metrico+ on console.







Quality Assurance
I organized and oversaw a series of different playtest sessions, both private and larger public ones. Besides analyzing playthroughs, we user certain recorded metrics in the determination of puzzle difficulty, sequence and overall enjoyment. This data was used to improve upon the game.

Programming (C#)
For both Metrico and Metrico+ I worked a lot on Level Design specific tooling to accommodate for a more streamlined workflow of creating and improving puzzles.
Additionally I worked on a variety of other systems like Trophy design/implementation, User interface and animation.

Business Development and Promotion
Running a small studio obviously required us to spent a lot of time on other tasks merely related to game development itself. I visited countless consumer and/or business events around the world building relations with journalists, fans, fellow colleagues and publishers. Some highlights where, E3, GDC SF/EU, PAX East, Gamescom and SXSW.