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LIAM ARMONIA

Systems-Oriented Gameplay Designer, Technical Prototyper (Unreal)

Gameplay Designer specializing in the creation and prototyping of game mechanics, with a strong systems-oriented approach.

Experience with Unreal Engine (Blueprint) enabling rapid, independent implementation of new features.

PROFESIONNAL EXPERIENCE

Principal Game Designer at Pyramides Games (Freelancing)

JUNE 2025 - FEBRUARY 2026

- Complete redefinition of game design: overhaul of the core gameplay loop and main mechanics from scratch to clarify the player experience.

- Prototyping of the 3Cs (Character, Camera, Controls) in Unreal Engine to establish a solid foundation for gameplay and feel.

-
Creation and structuring of the GDD as well as design documents detailing systems, progression, and overall vision.

- Project management consulting:
redefinition of scope, realignment of product vision, and recommendations on production organization.

- Level design of several key areas, including blockout, player flow, and integration of mechanics within environments.

Certain elements of this project cannot be presented publicly due to a signed NDA; for any references or recommendations, please contact Valentin Ribezzi, who can attest to my involvement and the quality of my work.

MAIN PROJECTS

- Creation of the basic concept

- Creation of the main game mechanics

- Design of the boss and the enemies

- Creation and programming of the 3C

- Programming of all the game mechanics

- Programming of the AI of the enemies and the Boss

- Programming of the various game systems (Parkour, execution etc)

- Creation of the game soundtrack

MY PARTICIPATION

ALSTAN

a 3rd-person adventure game set in a semi-open desert world inspired by the Amazigh and Touareg cultures. In which we control the sand

HAERESIS

THE GAME MECHANICS

- Gain Corruption by killing enemies—each death fuels your power.

- Thresholds (25%, 50%, 75%):
Unlock weapon upgrades (faster fire rate, dual bullets, etc.)

- At 100%: You must make
a deal with the Devil—gain a massive buff but suffer a crippling drawback.

- Higher Corruption = Better Drops: Enemies have a
% chance to drop Skulls (in-game currency).

- Grappling hook, wall-running, dash—combat is
high-speed & vertical.

- Ennemy Variety : Melee rushers, snipers, flying drones—forcing you to adapt on the fly.

- Spend Skulls on
"Cards" (perks & buffs) between runs.

- No camping: The game rewards
aggression & momentum.

An edgy first-person shooter where you play a priest who has to manage his corruption while slaughtering demons.

MY PARTICIPATION

- Co-writing the script

- Co-writing the dialogue

- Creation of the various game mechanics

- Programming the dialogue system

- Programming the various AIs

- Level design of certain parts of the levels

- Programming the notebook system

- Programming the interaction system

bEYOND rEPlICANT

tPTq_9.png

An investigation game set in the Blade Runner universe, in which we play a detective torn between his human and robot sides, who must solve a very unusual murder.

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