My name is Tristan De Soysa, and I am a Melbourne-based Game/Narrative Designer. I presently hold 4 years worth of experience in the games industry, including industry experience and a Bachelor of Design at RMIT.I am a passionate and organized individual who excels in building the groundwork for unique, thematically engaging experiences, as well as supporting the production pipeline through my skills in iteration.My current goal is to earn further experience at a gaming company/studio, and eventually meet the right group of like-minded, passionate people to produce a revolutionary game akin to the Half-Life franchise in terms of legacy.
| Worldbuilding
| Dialogue
| Storyboard Art
| Systems Design
| Level Design
| QA Testing
| FPS
| JRPGs
| Puzzle Games
| Walking Sims
| Science Fiction
| Horror
| Shonen
Unreal Engine |
Unity |
Godot |
Gamemaker Studio |
Ren'py |
RPGMaker MZ |
The 7th episode of a cancelled text-based Object Show, where a new writer would be delegated for each episode. This episode on the contestants scrambling to obtain a package from an airport, while delving into the worldbuilding and characters' inner struggles.
Genre: Puzzle Simulation
Type: Full Release
Engine: Gamemaker Studio
Tools: Gamemaker Studio, FLStudio, Canva
Iterations # 3
Role: Game Designer, Narrative Designer (Worldbuilding, Dialogue), Sound Designer (Environment, UI Interface), Programmer (Scripting)
A Papers Please-type game where you screen aliens transiting to planets in the Andromeda system. My contributions include the game design, narrative design (including worldbuilding and dialogue), sound design, and programming.This project involved half a year’s worth of production and would aim to be presented. As such, our game needed to stand out from the others, and the best way to do so was to make the most of each team member’s skills. With help from my teammates, I designed a game that would require less intensive programming and would place greater focus on the storytelling, artwork and atmosphere. Through this optimisation, our game circulated attention during the RMIT show day and was among those chosen to present at ACMI in that same year.
Created a click-and-drag system with audiovisual feedback.
Established worldbuilding for 7 different planets in a system, including their culture and history.
My group successfully worked together to create an appealing art style that remains consistent despite being handled by multiple artists.
Collaborate with programmers proficient in more advanced software such as Unity and Godot.
Develop some way to ensure artwork retains its resolution while imported.
Genre: Digital Collectible Card Game
Type: Full Release
Engine: Unity
Tools: Unity, Blender, Excel
Role: Narrative Designer (Dialogue, Campaign storytelling), Game Designer (mechanics, gameplay loop)

During 2024, I completed a year-long internship with Lightmare and worked with a team of writers on several faction campaigns. These include the majority of the Genesis Industries and Swarmer campaigns, as well as smaller contributions on other campaigns. Writing for the Swarmer story can be found below:
I've also done some singular lines for generic cards to say during gameplay, which can be found in the following link:
Developed the ability to write realistic and stylised dialogue, as well as differentiate between the two.
Helped design unique mechanics for an upcoming campaign.
Be less reliant on "..." for dialogue, as well as bold and italic text.
Be more consistent with character voice.
Genre: Psychological Horror
Duration: 4 Weeks
Engine: Twine
Role: Narrative Designer (Branching dialogue writing, design and implementation)
A text-based Twine Survival/Psychological Horror where players must choose carefully to escape a park full of monsters. This project has helped me delve outside the visual narratives I'm used to writing, by making me tell an interactive story entirely through words.
Genre: Visual Novel
Duration: 4 Weeks
Engine: Ren'Py
Role: Narrative Designer (Worldbuilding, dialogue), Programmer
A short Visual Novel made as a collaborative effort for an O2A2 game jam. The story revolves around an unnamed bus driver lamenting his dead-end job, unaware of the mental prison he's placed himself into. As this was a group project for a visual novel jam, I got to experience networking and collaborating with people online.
Type: Full Release
Engine: Gamemaker Studio
Tools: Gamemaker Studio, WWise
Role: Game Designer (Creating + implementing the gameplay loop), Narrative Designer (Worldbuilding), Sound Designer, Programmer (Scripting)
Short and sweet game ideas brought to life. While some assets such as sound effects are borrowed, these are entirely solo projects.
Created a diverse set of gameplay loops.
Slime Knight and Krazy Kalkulator have satisfying audio feedback.
Connect with more Digital Artists to improve the visual aspect of these games.
Trips through immersive environments made in Unreal Engine and Unity.
Boosted my familarity with software integral to the games industry.
Presented storytelling through interactive and visual means.
Learned how to use mise-en-scène creatively to guide player movement and focus.
Introduce more interactivity for 3D projects such as this.
Optimise the camera and environments so that the player doesn't look see out-of-bounds areas.
Improve lighting and texture implementation so that objects look less glossy.
Keep files organised while making these games.
Type: Prototype
Engine: Godot
Role: Game Designer, Programmer
Godot is a development platform that's great for smaller games, so I chose to start learning about it by creating an FPS framework that can be used for future projects.
Created a system with movement, shooting, weapon switching, throwable grenades and reloading.
Learned the fundamentals of 3D game development with Godot.
Figure out how to create AOE damage with grenades and rocket launcher.
Be less reliant on tutorials when programming.
Utilise Godot forums more often.
Gamemaker lacks a premade dialogue system, so I developed one that functions similarly to RPGmaker's system. Customisable features include fonts, text speed, text soundbytes, text size and text box placement. This system is notably present in Spaceport 925.
Created a system robust enough to re-use for a larger project.
Made the voice clips, profile picture and text font all easily modifiable.
Make it more easy to modify the location of the text box.
Incorporate more of my own unique programming.
Adobe Animate
Adobe Photoshop
Adobe Illustrator
Krita
Da Vinci Resolve
Substance Painter 3D
Blender
Maya
Gamemaker Studio
Godot
Unity
Unreal Engine
RPGMaker MZ
Constantly learning new methods of streamlining animation process, producing a better end product as a result.
Stay focused on one scene or process at a time, rather than jumping to something else.
A less orthodox form of animation that allows me to display my skills in scene composition, choreography, visual storytelling and sound design.
Advanced Combat-Robotics groups like the RMIT Battlebots club typically require a box to safely test robot functionality. Utilising my eye for visual storytelling, I changed the black surface of the box to a shade of light grey to provide better contrast for a new set of hazard stripes. When combined with some satirical OH&S safety signs pictured below, the danger of the battlebots is exaggerated in a way that depicts them as highly dangerous, bloodthirsty machines.






Orthographic projection of box design.
A simple infographic made in Adobe Illustrator, describing the gameplay loop of the Indie hit FTL: Faster Than Light.Through the choice of shape and typeface, the overall style of the graph is designed to be reminiscent of the game's UI, while simultaneously being clean and legible in its presentation.
A detailed diagram made in Illustrator, designed to provide a strong overview of the various playable factions in Dawn Of War, a Warhammer 40 000 RTS game made by Relic Entertainment in 2004. This graph primarily uses colour to categorise the different factions, which serves to help readers navigate the large amount of detail present in the graph.
Some sprite-based infographics focused towards providing worldbuilding through visual means.


Warhammer 40K is one of my biggest hobbies, and part of the appeal to me comes from the narrative you get to form with the models you paint. Each image links to an Instagram post containing a paragraph of lore.
Dotted along the arborial surface of Taigalan, there have been spottings of mysterious androids lurking within its vast forests. The local rangers have attempted to understand their motives, but the actions of these machines remain as alien as their deadly weaponry.
What was meant to be a relaxing bout of poverty tourism for the High Lords of Terra quickly turned to disaster when their shuttle gets shot down onto the surface of Necromunda.