
Published Works
Ion Game Internship
Introduction
This is a summary of the three games I worked the most on during my internship at ION games.
My role at the ION was junior game designer and playtester.
Summary
The internship lasted 10 weeks working 8 hours a day.​
Photoshop, Google drive, Scrum​
​Junior game design
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Writing rulebook
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Researching player interests
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Historical research
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Solo player AI development​​​​​
Playtester
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Checking games for balance issues
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Feedbacking on rulebook understanding
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Tweaking rules.
Pax Illuminaten

Introduction
Pax illuminaten was the project I worked the most on during my time at ION. Every game I worked on at ION, if it was already in production I had to start by playtesting it to get a feel for the rules and the intent of the game.
The game was originally created by Oliver Kiley and the main designer at ION Robin Spathon both of whom I worked closely with. Since the game was close to the end of production my playtesting was to find any potential abusable functions in the game as well as rebalance the game if necessary.​​
Game Synopsis
The game centers around the player being a disciple of Adam Weishaupt. An influential member of the illuminati, and as his discipleyou have been tasked to grow the illuminati's influence by gathering new members and so players compete with each other to accomplish a variety of plots to reach their goals.


Creating The AI
A solo mode was always in thought to make and Oliver created an original draft which in turn came to be my responsibility to test, analyse and remake and eventually, create more versions. From Oliver's original design I created two more variants all of which are now in the fully released game.
Pax Maleficum
Introduction
Pax Malificum is a game about the many witch hunts during the 17th century. The main goal of the game is to go against the many witch hunters and make sure the witch hunts end.
The main designers on this project are Björn Ekenberg and Jon Manker. They both looked to me for assistance and input on the core design of this game.


What I Did
Since the game was not in development when I started at ION, there was a lot of theory crafting needed to make the game. Originally we collected a lot of different themes and did some research into the consumer base interests. The result was to make a game based on witch hunts.
After this was decided I was tasked together with Björn to make the first rough draft of the rule book, however due to some unforeseeable sickness on Björns part, I was alone and did the first draft alone.
This draft was deemed as a good foundation and during the rest of my time at ION; me, Björn and Jon iterated and expanded on that initial foundation and expanded on the game.
Kartini
Introduction
Kartini from darkness to light was the first game that I work on at ION. At the time of me starting the game had already been fully funded on kickstarter, and was in late stage production. The game is about the struggles of Indonesian independence. To overcome this struggle, the game incentivises the growth of educated women in various areas of expertise, as they were integral for the nation's freedom


What I Did
My main assignment was to read and play the solo version of the game and feedback what I thought was unclear, and if I found anything that was potentially game breaking. After I had taken my notes I played the game again with one of the designers and I listed my findings to him as well as point out things that seemed wrong when playing the normal version in comparison to the solo version to help find every possible misunderstanding inside the rule book for a better experience.
My time playtesting this game was far from over though, I spent a lot of time pushing this game to the limits trying every single strategy I could to find every possible issue for a few weeks before the game was put on ice, per the company's policy.