Francesco Narciso
Game Designer
10M+ Downloads || 2022-Present
The sequel to Rider, a mobile game originally released in 2017.
Maintaining the arcade highscore chasing infinite scroller main game mode and easy to pick up controls, Rider Worlds builds upon the original with new gameplay mechanics, a more elaborate mid-core meta loop, Live Ops events to keep players engaged long term, and much more.
I've spearheaded the design of the game, from early stages of preproduction to optimizing our KPIs in production & maintaining a regular schedule of new content.
150M+ Downloads || 2023-Present
The original Rider, winner of Editor's Choice on Google Play, reached #1 game in 29 countries.
Rider is all about combining easy to pick up controls with hard obstacles to get through, while either aiming for a new highscore in endless gameplay or beating your time in one of the 32 levels.
After working on the sequel, I've worked on revitilizing the game to bring it up to speed with modern mobile gaming standards.
The objective is to reach the terminal at the end of each of the 3 areas and hack it to repair that area and the associated machinery across the whole map. The game is inspired by open-world metroidvania games in which you can choose in what order you want to repair the terminals. This way, the difficulty will always be linear but you can choose what machinery/obstacle you want to activate and have to face first.
After clearing the last room, you'll have to head back to the main hub, with all 3 obstacles activated. It's encouraged to clear the game multiple times, activating the terminals in different order every time.
The player controls an astronaut that can use turrets stuck in orbit around the earth with the objective of shooting down all waves of alien attacks. Turrets on the outer orbit can fire long range while turrets in the inner orbit fire a scatter shot in short range. The player has to jump between the two orbits evading alien fire to not die while trying to shoot them all down. Even just moving the mouse to aim will move the astronaut and help evade hits. The inner orbit is closer to the earth, protecting the player even more.
The result is simple game easy to pick up but with a high skill ceiling born from simple mechanics.
Prototype for an RPG game with deckbuilding and card combat.
Wonder around a map, triggering events and playing through a main storyline. Choices would be given throughout the whole story. The equipment you'd wear and the terrain you'd be fighting in would decide what cards were in your deck when you initiated combat. Your deck would cycle through itself, in a way inspired by Tetris.
Game made during the 2020 GMTK Game Jam with the theme "Out of Control"
The player is the Chef in a burger restaurant where all his helpers are animals that hand you random ingredients. You'll have to use the random ingredients given to complete orders matching the colors of the orders.
Passionate Game Designer with a proven track record of creating engaging and successful mobile gaming experiences. As a Game Designer at ChimpWorks I've been responsible for every aspect of game design - from gameplay mechanics to systems design - throughout all stages of game development - from initial ideation and prototyping to global launch and live operations.
Outside of the professional realm, I've honed my leadership and teamwork skills as a former semiprofessional League of Legends player, where I developed the ability to maintain composure and focus in high-pressure situations while rallying teammates towards shared objectives.
Having grown up and worked in international environments, I thrive in multicultural settings, fostering collaboration and communication with individuals from diverse backgrounds.
© 2024 Francesco Narciso