Has won an award.
During my work at Karma Games I learned valuable lessons about production, running a tightly-nit team, funding, manufacturing, playtesting, design processes of highly complex strategy games and even manageurial tasks such as interviewing and hiring.
For the mb21-award-winning game “Moko”, I designed the core game loop around an intuitive risk and reward mechanic, wrote the code for the player controller, designed a narrative, dabbled in procedural map generation, and finally painted some leafs.