Felix Schmid

I endeavour to create games that leave players with a sense of time well spent. An experience that has reinvigorated them in a small but meaningful way.


Realtime Tactics

Commandos: Origins

Co-Dev Game- and Level Designer for Claymore Games

Cozy Alpine Folklore

Kindred Vale

Game & Systems Designer

Cozy Plant Care

Garden Life

Game Designer from concept to delivery

Bus Simulation

Bus Simulator 21

Technical Game Design working with in-house created tools

I got to work on Commandos: Origins as part of a 6-month Co-Dev opportunity with Claymore Games.My work focused mainly on level design in the form of encounter and puzzle design. Setting and cleaning up different enemy positions and interactions, as well as the pathing options throughout the levels, the player could make use of.

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Kindred Vale aimed to create a cosy world mixed with creatures from European folklore.The main part of my work on this project was comprised of systems design, including economy, all the way to creating different minigames befitting the fantastical world.This project also gave me the opportunity to refine the balancing pipeline that I had developed through the previous project Garden Life.

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Garden Life was my first excursion into the world of cosy games and one of the main factors behind my wish to work on them more in the future.My work stretched over many aspects of the game, from designing the systems that would be core to many of the features and mechanics, to more technical work like the implementation of growth behaviour using the in-house scripting language Tree++.
Creating new items and quests, all balanced in Excel, allowed me to develop a method for the bulk import of data. Leading to a streamlined implementation workflow, most notably used in the setup of unlocking new colour variants, which would quickly prove a fan favourite.

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Bus Simulator 21 was my stepping stone into game development and quickly lead me to working with blueprints and gave me my first impressions of prototyping in-engine.

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