Available to hire
I’m Daniel Fevriere, a Game Designer and Developer focused on interconnected player mechanics, combat systems, and progression loops—from concept to implementation with the technical fluency to build what I design.
I’m currently developing a publicly released Steam title and actively seeking opportunities to contribute strong design thinking and implementation depth to a studio team. I also enjoy leading teams to rapid prototypes in Unity and refining gameplay through hands-on iteration.
Experience Level
Language
English
Fluent
Work Experience
Game Developer at Chronoshade
February 1, 2025 - June 1, 2025Built and shipped a playable Unity prototype in C# from concept to working build in 14 days, owning gameplay implementation alongside a 3-person cross-functional team. Implemented data-driven economy, progression, and win-condition systems for 2 card games, translating GDDs into flexible, configurable gameplay logic. Developed and maintained 14 Unity games across multiple genres, including a mobile build co-developed with a 5-person team in one week — debugging and iterating under tight production timelines.
Game Developer at Grover Gaming
February 1, 2022 - November 1, 2022Designed and developed gameplay features for shipped, in-house regulated land-based gaming titles built in Unity, with a focus on player engagement and game feel. Maintained and improved live and existing products through debugging, feature enhancements, and performance-conscious implementation on a regulated gaming platform. Delivered mechanics under production timelines in a cross-functional team, contributing to regular code reviews to uphold clean, maintainable code standards.
Game Designer & Developer at Chronoshade
February 1, 2025 - June 1, 2025Led a team of 3 to design, develop, and deliver a Unity prototype from concept to playable build within 14 days. Collaborated on GDDs and balance systems for 2 unreleased card games, covering economy, progression, and win-condition tuning. Designed and maintained 14 Unity-based games across multiple genres; co-developed a mobile prototype with a 5-person team in one week.
Unity Engine Gameplay Designer at Contraxis
August 1, 2025 - PresentArchitected a high-speed capture-combat system blending real-time line tracing with tactical enemy manipulation — core loop of a publicly released Steam demo. Sole designer and developer across all systems, Unity implementation, and iterative playtesting from prototype through Steam release.
Infraxis Demo (Unity Engine) — Gameplay Designer at Infrax is a Unity Engine project
January 1, 2024 - December 1, 2024Designed and programmed a full action combat system, character-swapping mechanics, dialogue system, and enemy AI from scratch. Invented Evolution Atlas (node-based progression) and the Bonds system (relationship-driven secondary progression mechanic).
Gameplay Designer at Academy Assault
January 1, 2024 - September 1, 2024Designed reactive mechanics for a shipped web game with a focus on user engagement and gameplay feel.
Education
B.S. in Game Development at Full Sail University
January 11, 2030 - June 19, 2026B.S. in Game Development at Full Sail University
January 11, 2030 - June 19, 2026Qualifications
Industry Experience
Gaming, Software & Internet, Media & Entertainment
Experience Level
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