A third-person twin-stick shooter where you play as Ghunter, a gnome chef on a mission to become Royal Chef by hunting creatures, cooking them alive, and serving impossible dishes to demanding clients across the world of Garcosa.
GHUNTER is a third-person twin-stick shooter built around the fantasy of being a gnome chef who hunts his ingredients live. The core loop has the player exploring a handcrafted world, dispatching enemies using elemental weapons, and turning their kills into increasingly exotic dishes, all to satisfy a growing roster of clients and climb toward the title of Royal Chef.
The game earned Best Student Game at BIG Conference 2024, the most prestigious student game award in Spain, competing against titles from Spain's top game design schools.
I joined as the primary systems and progression designer, responsible for translating the game's core fantasy into interlocking mechanics, data pipelines, and the progression arc that carries the player from their first hunt to the final mission.
The central design challenge was making combat feel like cooking. I designed a three-variable system where every enemy kill produces a unique dish based on how you fight — creating 216 distinct plate outcomes from a compact ruleset.
To manage the complexity of 216 dish variants across 6 missions, I built a data-driven implementation pipeline that let designers update content without touching Unreal Engine code.
I owned the complete player progression arc from first session to final boss, defining what the player has, what they want next, and how every new tool changes how they interact with the world.
With a multi-variable combat system, onboarding was critical. I designed and implemented the complete tutorial experience: the sequence in which mechanics are introduced, and the in-game video popups that demonstrate each one.
GHUNTER shipped on Steam in 2024 and was selected as the Best Student Game at BIG Conference 2024 in Bilbao, the largest and most prestigious game conference in Spain, competing against student titles from Spain's top game design programs. The game also earned 2nd Place Most Voted by the Public at Guerrilla Game Festival, recognising the connection the project made with players outside the industry.
The 216-plate system was highlighted by judges as a standout example of elegant systems design: maximum content variety generated from a small number of interlocking variables, with no two runs feeling identical. The CSV-driven data pipeline became a production reference for the team and kept mission content agile through the final months of development.