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Family Style (Android/iOS)

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Ziyad Durón

/ Game Designer & Developer /

Hey There...

I'm a game designer and developer with an affinity for puzzle and systems design and tons of experience working with both mobile and VR platforms.

When The Sun Goes Down...

I love moonlighting as an indie developer: researching competition, concocting exciting game ideas, and prototyping novel features in search of my next mobile hit!

Since You're Here...

Take a look around at some of the studio and indepenedent games I've worked on! They're pretty darn awesome (no bias).

STUDIO WORKS — STUDIO WORKS — STUDIO WORKS — STUDIO WORKS — STUDIO WORKS —

Silent

Slayer

Quest Store | Website

Coming 2024

 Description 
Silent Slayer: Vault of the Vampire is a single-player VR horror game in which players infultrate the crypts of various vampires in the midst of an annual ritual. Once inside, players must carefully and quietly crack open their coffins and slay all the vampires within.

 Role 
As a systems, interaction, and content designer on the project, I was tasked with owning and authoring several encounters and leading one of the game's major background systems. My primary responsibilties included:

  • Designing and implementing major background system
  • Curating and polishing content for background system
  • Authoring several coffin encounters
  • Owning and refining core gameplay interactions
  • Supporting FTUE design and implementation
  • Creating and maintaing various design specs
  • Hosting playtests and analyzing data to inform iteration

 Team Size 
30+

 Project Duration 
Ongoing

 Platform 
VR

I‎‎ ExpectYou

To‎‎ ‎‎Die‎‎ ‎‎3

Quest Store | Website

Released August 2023

 Description 
I Expect You to Die 3: Cog in the Machine is the third installment of Schell Games' flagship franchise. It's a single-player VR spy-themed puzzle game where players must utilize their smarts and telekinetic powers to stop the evil Zoraxis agency from taking over the world. By dying. A lot. It's expected.

 Role 
As a level and puzzle designer on the projet with a large studio team, I worked primarily with a small team to design and implement half of the game's levels. My primary responsibilties included:

  • Designing, pitching, and implementing mainline puzzles
  • Whiteboxing and blocking out core level elements
  • Working closely with stakeholders to manage feedback
  • Creating and maintaing various design specs
  • Weekly playtesting and data analysis to inform iteration

 Team Size 
40+

 Project Duration 
1.5 years

 Platform 
VR

Pleasant

Cove

Website

Released 2022

 Description 
Pleasant Cove is a VR-based rehabilitation experience that uses Penumbra's REAL Immersive System. It provides structured tasks and useful tools to help therapists motivate their patients to engage more fully in their therapy.

 Role 
As an interaction designer on the project, I was tasked with concepting minigames that leveraged the REAL Immersive System. My primary responsibilties included:

  • Designing and pitching minigames for exercising lower body
  • Communicating and working with client to reach alignment
  • Rapid prototyping of minigame interactions
  • Creating and maintaing various design specs

 Team Size 
6-8

 Project Duration 
4 months

 Platform 
VR

Cloud

Breakers

Website

Released 2021

 Description 
Cloudbreakers: Leaving Haven a single-player VR-in-a-car experience built upon holoride's Elastic SDK, which collects data about the car's location, speed, and surrounding terrain to dynamically affect the game's in-game environment and enemy behavior.

 Role 
As a systems designer on the project, I was tasked with owning a handful of core gameplay systems and authoring content for them. My primary responsibilties included:

  • Designing and implementing pickup and enemy progression systems
  • Authoring scalable enemy waves to integrate with realtime data
  • Developing alongside the client to implement new test features
  • Creating and maintaing various design specs

 Team Size 
~12

 Project Duration 
6 months

 Platform 
VR

INDIE WORKS — INDIE WORKS — INDIE WORKS — INDIE WORKS — INDIE WORKS —

Family

Style

@TeamCoopKitchen | iOS | Android | Website

Released October 2019

 Description 
Family Style is a mobile multiplayer cooperative cooking game in which up to 8 players must communicate amongst one another and quickly swipe ingredients from phone to phone in order to complete recipes before time runs out. It has garnered over 6.5M downloads and was featured on the front page of the App Store multiple times.

 Role 
As a systems and gameplay designer on the game, which started as a semester-long college project for a class, I was one of the sole designers tasked with overseeing nearly every design aspect of the game. My primary responsibilties included:

  • Designing and playtesting the FTUE
  • Authoring all ingredients and recipes
  • Overseeing playtests and analyzing data for iteration
  • Designing and tuning core gameplay director system
  • Wireframing and implementing central user flows
  • Creating and maintaing various design specs

 Team Size 
6

 Project Duration 
1 year

 Platform 
Mobile

Gemeralds

Website

Released December 2018

 Description 
Gemeralds is a browser-based puzzle game in which players must methodically utilize a variety of bombs to unearth precious gems without breaking them... and without getting poisoned along the way!

 Role 
As a puzzle designer on this game, I worked tirelessly on hand-crafting and iterating on all the puzzles in the game. My primary responsibilties included:

  • Designing and implementing puzzle mechanics
  • Curating and refining all puzzles/levels
  • Balancing puzzle difficulty curve across entire game
  • Overseeing playtests and analyzing data for iteration

 Team Size 
6

 Project Duration 
5 months

 Platform 
Browser