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RAM THIEVES

Ram Thieves is a 2D narrative-driven RPG with novel combat mechanics in development, built in Unity. The game combines zone-based combat and branching narrative arcs. My role is systems and combat designer, focusing on prototyping combat mechanics, authoring encounters, and developing modular UI. 

Quick Facts
  • Engine: Unity (URP 2D, C#)

  • Role: Game designer, Producer

  • Contributions: Combat systems, encounter design, modular UI, AI logic, narrative integration

  • Team: Designer (myself) with artists and writers

  • Status: Prototype in active development

Design Goals
  • Develop a zone-based tactical combat system emphasizing spatial and strategic depth.

  • Build a modular architecture for UI and combat prefabs to accelerate iteration.

  • Integrate narrative and mechanical outcomes for a cohesive story-combat loop.

  • Prototype encounter and scenario design frameworks scalable across future dungeons.

  • Document design flows and technical specs using scenario-level design deliverables.

Core contributions
Combat Systems
  • ​Prototyped turn order logic, anchor-based movement, and AI behaviors.

  • Built the CombatActionController, governing skill resolution, targeting, and cost validation.

  • Developed and tested data-driven balancing systems for damage, HP tracking, and cohesion mechanics.

Encounter and Scenario Design​

I designed multiple test encounters to evaluate the game’s systems in narrative context.
The first complete prototype, “Whitesock Is Dead,” serves as a foundational Scenario Design Document (SDD) — defining how story events, combat, and choice interact within a playable dungeon.

Scenario Highlights:

  • 13 sequential events blending dialogue, exploration, and multi-phase combat.

  • Structured event ID system (01E01–01E13) to manage triggers and branching paths.

  • Clock-based mechanics for reinforcement pacing and timed objectives.

  • Combat balance tables with dice-based hit logic and average HP loss tracking.

  • Integrated narrative outcomes affecting encounter flow and emotional stakes.

Game assets

Worked with visual and UX designers. 

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