Kálmán Pajcsics
Game Design Portfolio

Shiver Thy TImbers
A top-down stealth action game where the player has to haunt a pirate ship by collecting items and activating different types of traps.

Contingency 17
An FPS 3D platformer where the player explores an abandoned research facility filled with gravity anomalies
Contingency 17:
Icarus Gate
This project was made during the Into Games Level Design Sprint hosted by Oliver William Walker. During this course, I was tasked to plan and create a short level in FPS view.
Design Process
Final Version





Using the ingredient

First, the ingredient is teased in an inaccessible tube.

Now that its mechanic is introduced, the players have to avoid it.

Then the players learn their function by getting pushed into a hole.

Here, they learn to use the ingredient for platforming.
Narrative BIts




Guiding the player
I use guiding lines, debries, and lights to guide the player throughout the level.
Here is the container yard as an example:

First Version

Final Version
Shiver Thy Timbers
I worked as a Level Designer on this project in a team of 6 students during my final semester of studies.
Concept
A top-down stealth action game where the player has to haunt a pirate ship. The player has to spread paranoia by scaring the pirates. To scare a pirate, the player has to find items that can be used to activate traps. When a pirate walks into a trap they get stunned and the player has to scare them.
Process
First I worked on a prottoype to figure to test gameplay elements and figure out the scale of the enviroment.


After deciding the scale, I researching old ships and started planning out a layout.


First Level
After a lot of testing and input from the enviroment artists this was the end result:





Second Level
We planned on making two levels with two different moods. We did not have the time to make two completely different levels, so I decided to reuse the first level, but with a cuple things changed.





In the first level, the player starts in a closed-off safe spot. This gives them time to think and reminds them of their ability to go through walls.

In the second level, the player starts in immediate danger. This level introduces the captain. An enemy that always knows where the player is.

To change the level layout, I added new obstacles that blocked previously open pathways. This makes it more difficult to avoid enemies and makes the level feel smaller. It also makes it more difficult to avoid the captain, but it can also be used to the player's advantage. The pile blocking the path in the middle basically cuts the ship in half. If the player is on one half with the captain and they use their ability to go through walls and get to the other half, they can get rid of the captain, who always follows them for a while.

The traps,items and enemy patrol routes are also all changed.
Other Games
These were my two best games, but I have worked on many other university assignments, personal projects, and game jam games. They all can be found here:
About Me
I am Kálmán Pajcsics, a Hungarian game designer and Unity developer currently completing my end-of-studies internship at Say It Labs in Belgium. I am passionate about creating worlds, guiding players, and creating fun game mechanics and systems. With the technical skills to bring my ideas to life I am pursuing a career as a game designer.

Technical Skills
Game Design
In my most of my projects I took the role of a game designer or level designer
I am experienced in prototyping and iterating on game mechanics
I am skilled in using Miro Board for planning and documentation
Unity Engine
I am on an intermediate level with the engine and C#
I used it for almost all my assignments during my studies
Currently using it in my internship
Unreal Engine
I am on a beginner level
Used it for one assignment and a few small personal projects