Adventure Rogue-lite | Unity | 2025
Team Size: 10+
Lead Game Design: Responsible for all aspects of game design and deep collaboration with Game Director to ensure target gameplay and user experience.
Combat Design: Combat System and UX of all combat related aspects as well as Encounter Design and managing all the powerups.
Enemy Design: Designing, prototyping and implementing all enemies and boss fights via scripting and behavior trees. Managing full Enemy Pipeline from concept art to final stages with VFX- and final Design Pass.
Game Direction: Game Directing the first half of the project including, conception, worldbuilding, all time manipulation mechanics and audio direction.
Programming: Prototyping and implementing interactable Level Elements, Audio Programming, Attack Scripting and programming of custom enemy behaviors.
TO GAMELocal Party Multiplayer | Unity | 2024
Team Size: 3
Producing: Managing the team and setting the target quality as well as releasing the game.
Programming: Sole programmer for the whole game, programming the gameplay, input/ multiplayer and UI/UX as well as audio and 3D art implementation.
Game Design: Together with the team designing the core concept and gameplay.
TO GAMEBuilding Adventure | Unity | 2022
Team Size: 10+
Puzzle Design: Designing different interaction for the games main gameplay element "Construction Spots". Including conception, prototyping, implementation in engine, submit for testing and iterating.
QA Testing: Targeted playtesting and reporting of incoming bugs and relevant feedback.
TO GAMEArcade Game | Custom Game Engine (C++) | 2021
Team Size: 2
Game Design: Designing and prototyping of core game loop.
Gameplay Programming: Programming of the whole player character's movement and interaction set as well as UI Programming
Engine Programming: Building a small 2D game engine from scratch as part of the study program.
TO GAME2P Coop Puzzle Platformer | MonoGame | 2021
Team Size: 4
Project Lead: Managing the team and the project from concept to release.
Game Design: Establishing an interaction set for two playable characters that are dependent on each other as well as all mechanics in the game.
Programming: Programming all aspects of the game, including character mechanics, puzzle level elements, dialog and UI.
TO GAMEI'm Nicolas Vana (aka Zelakirr), a passionate game designer and developer who thrives on creating immersive, engaging, and polished gameplay experiences. I specialize in balancing creativity with structure—whether in game systems, player feedback loops, or team dynamics.
🎓 B.Sc. in Engineering (Games)
🎓 M.A. in Arts and Design (Producing)
With a strong foundation in both programming and game design, I can evaluate what makes an experience truly satisfying and prototype mechanics rapidly to test and iterate on ideas. My work bridges the gap between creative vision and technical execution, bringing complex systems to life efficiently.
Tools & Platforms:I focus on designing mechanics that empower player expression, communicate clearly through feedback and animation, and feel great from the very first input. My approach blends intuition from years of playing with technical iteration and tuning.
Focus Areas:I enjoy building clear task plans, setting realistic deadlines, and coordinating work across disciplines. I'm comfortable communicating with artists, programmers, designers, and producers alike, and I thrive in making sure everyone stays aligned and motivated.
Focus Areas: