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Best of The Worst


Lead Game Designer, Gameplay Designer, Game Balancer, Card Designer, Class Designer, Card Artist, Class Artist, and Logo Artist


Best of The Worst was my Game Design and Development 100 team and I's Final project. Best of The worst is a print and play class based resource management card game where each game players play as wide range of weird and wacky creatures competing in a beauty pageant hence the name "Best of The Worst." Players draft their class, draw their 3 card hands, play 1 card a turn, and draw a card after playing it. The goal is to amass the most Beauty, Talent, and Intelligence tokens as you can in 4 rounds. Each round an event card is played that rewards specific actions taken during a round at the end of the round. Classes also have a passive and set amount of starting tokens in each of the 3 resource areas. Once the game ends 1st, 2nd, and 3rd places are determined in each of the 3 resource token categories and points are assigned. The player with the most points at the end is declared the Best of The Worst!




Class Based Resource Management Card Game


Print and Play

Game Design

MAU was made to be a puzzle platformer with a total of 9 levels with no loading screens

MAU was made to be a puzzle platformer with a total of 9 levels with no loading screens

Concept to Final Product


The concept of MAU was pitched by my classmate and team leader Sarah Ziebarth at our classes pitch session when picking games to develop. It started as puzzle based mummy cat game with the idea of collecting its body parts as you progress. 

I at the time was pitching my game called Soul-Lo where you played as a frail spirit possessing enemies to use them to do puzzles and fight/platform through levels. A lot of my ideas of player interaction and the health mechanics of MAU came from early concepts of Soul-Lo. Both games had similarities which allowed me to work extremely well in the team and fine tune the gameplay and heart of the game.


The game from pitch had very little direction at first. Puzzles and platformers have all been done before and they are fairly broad. I took the idea of collecting body parts and ran with the idea of collecting the 9 lives of the dead cat as you go through the game. This allowed for players to self scale and by making the core idea around health the level design could really excel at making the game feel fun yet difficult where the player picks their difficulty. 

Scope and Development Time


MAU is a puzzle platformer with a total of 9 core rooms with many interconnecting hallways. The scope of the game was ambitious from the start due to wanting unique puzzles and mechanics in an exploration heavy game. However, it all was completed and presented at the Stout Game Expo in Spring 2022.


The time we had to make MAU was less than 5 months. We also only had a team of 3 artists and 2 coders to make the game a reality. Given that I pushed for a more modular design model due to my previous experience making Minecraft resource packs. 

I took up many art and design roles since our team was so small. I designed Gameplay, Levels, Tiles, Environments, Water, Fire, Foliage, Interactables, Ground Clutter, UI, Custom Font, and Menus.