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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

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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