Passion-Fuelled Game Design

I am Richard Wajman and I’m a game designer who really wants to break the boundary of games, inspiring new ideas and pushing deep thought. Ever since I was young, I was fuelled and excited by game mechanics and how they can break the restrictions of imagination, building new worlds to immerse into; always getting excited about finding something new.

As a designer I’ve always wanted to inspire others as well as delivering well thought-out and concepts worth talking about into my design. That’s my endgame.

In other things, I’m quite passionate about other disciplines as well, very interested in Sound Design, Photography and also animation.

Game Design Projects

Virtual History Museum (Mind The Gap VR), Gamification Design Framework - Solo Project

Role: Game Designer, Sound Designer, Level Designer

This was the Final Year Project, that I proposed as part of the Master Degree, the basic concept was designated in order to enhance Historical Learning from Museums and trying to replicate the same environment using VR, to implement interactions that change the method in which the learning process can be performed by use of Gamification. As personal motivation as I like History, I created an VR Museum using Unity Game Engine based around London Transport, some idea implementation was taken from the London Transport Museum (with consent), however, a full collaboration wasn’t available really made the dedication of the project form into a Framework based around that theme. Players would be able to interact with artefacts and it would host a multitude of Mini-Games depending on which artefacts the Player decided to interact with and the theme of the game would also be a part of the Design specification. The project has finished and has potential for other institutions to adopt, but blogging information is still in progress to be implemented on this website.

Created using the Meta Quest 2

This is a Walkthrough of the VR project currently, however, is still incomplete, but the potential vision is there. I am talking to describe the Design Process


Frontier - Group Project

Role: Lead Game Designer

Key Skills: Game Mechanics, Level Design, Sound Design, Economy Design, Multiplayer Design

This is part of the module done during my MA called ‘Connected Games Development’, the aim of the module is to work together to deliver a multiplayer experience. All of work I did on the project is defined in the Blog section where I had to design the game focusing on the Game Balance, Level Designs, Economy and Audio. I was leading the project alongside 3 other members and was showcased through Kingston University at Develop:Brighton. The current video showcases some of the Game Design Implementation, however, has had improvements since.

This is the prototype of the game, but has since gotten more features and visual implemented but in need of testers.


Current - Group Project

Role: Lead Game Designer

Key Skills: Game Mechanics, Level Design, Sound Design

The game was based around the theme of Impulse. This was part of the module ‘Game Design’ from my MA Degree thoroughly learning and implementing the principles of design knowledge from all different aspects. Current is a Puzzle Game around a character who can control electrical currents in order to go from one puzzle to the next, where the main mechanic is to absorb and expel electricity, The player can only hold two slots of electricity and once expelled objects can directly effect the puzzle-solving.


Medieval MissAdventures - Group Project

Achieved 2nd Place The Hub175 Game Jam

Role: Game Designer, Audio Designer, Narrative Designer

Important Notice: Since the Game Jam, the game is still under further development and what is showcased was achieved during the Game Jam alone.

This was game that was showcased during the The Hub175 Game Jam, having 6 extensive weeks to develop a game with the theme of having One Dynamic Control system (meaning the game could only be played with one button or one system). Developed as a Stealth Game, the main core pillars involve a comical narrative, ye old storybook art-style, and strategic gameplay. By adding power-ups and coins into the game it can add some additional objectives for the player. Players can hid behind objects and in bushes to avoid detection. You will be playing as a Princess trying to save the Prince from his current kidnapping.


The Monkey Paw - Group Project

Role: Game Designer, Narrative Designer

Key Skills: Game Mechanics, Multiple Narrative-Flow

Based on the Short-story of the same name, the game heavily relies on the idea present in the short story that ‘you are unable to change fate’. The key object in the story is the ‘Monkey Paw’ which grants the user their wish, however this comes with consequences. Considering the wish, the idea of spliting the narrative with different variables was created as the main part of the story and it’s game mechanic allowing the player to change the narrative of the story. This was a collaborative effort from the Lead Game Designer Pruthvi Manohara to develop the mechanics. The narrative was developed by myself. This was a group project involving people from different disciplines including UX, Animation and Programming.