Kyle Abeyta

Game Designer
(Narrative / Gameplay)


Portfolio

Main Titles

Narrative Design

Systems Design (Gameplay)


Work in Unity Engine


Miscellaneous Work


Contact

Phone Number

(424) 298-1059

View My Resume

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Genre: Survival Horror

Primary Role: Creative Director & Producer

Additional Roles: Narrative Designer, Systems Designer, QA Tester

Team: Derpy Doggo Digital (Academic Project – DigiPen Institute of Technology)

Engine: Unreal Engine 5.4.3

Description: Mori is a young girl who is trapped inside her own nightmare. She must find a way to escape the dream, all while evading a creature that stalks within the darkness.


Responsibilities:
β€’ Oversaw overall team production and progress.
β€’ Resolved communication issues between team members.
β€’ Created and maintained task schedules for all departments.
β€’ Documented design systems in a clear, accessible format for the entire team.
β€’ Collaborated with narrative designers to integrate story and worldbuilding into pop-up text and collectibles.
β€’ Conducted regular QA testing to evaluate game quality.
Process and Workflow:
β€’ Scheduling: Collaborated with the Co-Producer to build and adjust timelines based on deadlines and team needs.
β€’ Communication: Led weekly meetings to track progress and provide space for feedback or concerns.
β€’ Documentation: Worked with the Design Lead to organize design work into structured documents (systems, level design, UX, etc.), updating them regularly for clarity and alignment.
β€’ Narrative Integration: Partnered with the Art Director and Narrative Designers to translate story and worldbuilding into a cohesive in-game experience.
β€’ Playtesting: Ran 1–2 playtesting sessions per week to evaluate how effectively the game conveyed horror through gameplay and user experience.
Challenges and Solutions:
Midway through development, the team transitioned from a fixed-camera system inspired by classic Resident Evil with tank controls to an over-the-shoulder camera. This required a full redesign of the control scheme.
To support this shift, I conducted four additional playtesting sessions per week over the course of four weeks. Because the game’s horror relied heavily on camera perspective and controls, I focused on understanding how players responded to the new system.I compiled these findings into a User Research report and shared it with the Lead Engineer and Design Lead to guide further iteration.Outcomes:
Although the final mechanics differed from my original vision, I set aside personal preferences to support the team in meeting deadlines and successfully implementing the new control system.
The experience was a valuable lesson in adaptability and leadership. Despite the significant changes, the team remained proud of the final product, delivering a polished result within a short timeframe.


Contact

Phone Number

(424) 298-1059

View My Resume

^ Download (Windows) ^

Genre: Strategy

Primary Role: Design Lead

Additional Roles: Systems Designer, UX Designer, QA Tester

Team: Dopamine Releasing Software Production Corporation (Academic Project – DigiPen Institute of Technology)

Engine: Custom engine

Description: A turn-based tactical strategy game for 1-2 players. Each player traverses the map with an army of wizards, picking up magic-infused tokens to cast powerful spells to defeat their opponent.


Responsibilities:
β€’ Led overall design direction and monitored design team progress.
β€’ Facilitated communication and resolved team coordination issues.
β€’ Documented gameplay systems in a clear, accessible format for the team.
β€’ Designed and refined core gameplay systems and mechanics.
β€’ Developed UX solutions to improve clarity and player interaction.
β€’ Conducted regular QA testing to evaluate balance and usability.
Process and Workflow:
β€’ Communication: Maintained consistent team alignment through regular check-ins and feedback discussions.
β€’ Documentation: Organized and updated design documentation to ensure clarity across systems and features.
β€’ Gameplay Prototyping: Iterated on core mechanics, particularly spell design and token interactions, to refine strategic depth.
β€’ UI/UX Design: Designed interface elements to clearly communicate player options, spell effects, and game state.
β€’ Playtesting: Ran frequent playtests to evaluate balance, pacing, and player engagement, using feedback to guide iteration.
Challenges and Solutions:
During development, the original design included spells for nine different elements. Due to scope constraints, this was reduced to four elements.
To adapt, I helped restructure the spell system to focus on a smaller set of highly readable and impactful abilities, limiting it to five elements (Normal, Water, Earth, Fire, Wind), with each element having one or two spell cards. This allowed the team to maintain clarity and polish while still supporting strategic decision-making.Outcomes:
Although the reduced number of elements limited the potential for complex card combinations, playtesting revealed that players engaged more deeply with the streamlined system.
The simplified design improved readability, decision-making, and overall pacing, ultimately doubling player engagement compared to earlier iterations.


Contact

Phone Number

(424) 298-1059

View My Resume

^ Download (Windows) ^

Genre: Top Down Shooter

Primary Role: Design Lead

Additional Roles: Narrative Designer, Systems Designer, Composer

Team: Penguin Productions (Academic Project – DigiPen Institute of Technology)

Engine: Unity Engine

Description: A top-down shooter where a single shot can destroy your ship. Navigate through an alien mothership and save humanity from a hostile invasion.


My Responsibilities:
β€’ Led overall design direction and tracked design team progress.
β€’ Facilitated communication and resolved coordination issues across the team.
β€’ Documented gameplay systems in a clear, accessible format.
β€’ Wrote and iterated on narrative and dialogue based on feedback.
β€’ Composed both exploration and boss battle music.
Process and Workflow:
β€’ Communication: Maintained alignment across disciplines through regular discussions and feedback loops.
β€’ Documentation: Created and updated design documents to clearly define mechanics, systems, and player goals.
β€’ Gameplay Prototyping: Iterated on core combat mechanics, focusing on high-risk, single-hit gameplay and player movement.
β€’ Story & Narrative: Developed the game’s narrative structure and refined dialogue to support pacing and tone.
β€’ Music Composition: Produced music to reinforce tension during exploration and intensity during boss encounters.
Challenges and Solutions:
One of the primary challenges was communicating that the orb positioned behind the playerβ€”represented by a chevron-shaped shipβ€”was the critical weak point that needed protection from enemy fire and other hazards.
To address this, I collaborated closely with the artist and level designer to improve visual clarity. We adjusted the orb’s presentation, contrast, and environmental framing to better signal its importance within moment-to-moment gameplay.Outcomes:
Through iteration and cross-disciplinary collaboration, the game more clearly communicated its core gameplay rule: protect the orb at all costs.
These improvements strengthened player understanding and reinforced the intended high-stakes experience, resulting in more consistent and engaging gameplay.


Contact

Phone Number

(424) 298-1059

View My Resume

^ Document Here ^

Genre: Alternate History, Spy Thriller

Primary Role: Author

Team: None (Academic Project – DigiPen Institute of Technology)

Description: Set in an alternate history of the 1950s, where every fantasy creature ever imagined was summoned onto Earth forty years ago. This is a detailed document about the setting, delving into the changes from our current history, how fantasy affects the setting, and potential story ideas.


Process and Workflow:Challenges and Solutions:Outcomes:


Contact

Phone Number

(424) 298-1059

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^ Twine Here ^

Genre: Comedy / Horror

Primary Role: Narrative Designer

Team: None (Academic Project – DigiPen Institute of Technology)

Description: TBA


Process and Workflow:Challenges and Solutions:Outcomes:


Contact

Phone Number

(424) 298-1059

View My Resume

^ Document Here ^

Genre: Tabletop Roleplaying Game

Primary Role: Narrative Designer

Team: None (Academic Project – DigiPen Institute of Technology)

Description: TBA


Process and Workflow:Challenges and Solutions:Outcomes:


Contact

Phone Number

(424) 298-1059

View My Resume

^ Document Here ^

Genre: Tabletop Roleplaying Game

Primary Role: Design Lead

Additional Roles: Narrative Designer, Gameplay Designer, UX Designer

Team: None (Academic Project – DigiPen Institute of Technology)

Description: Set in an alternate history of the 1950s where every fantasy creature ever imagined was summoned onto Earth forty years ago. Players take on the role of an Agent for one of the many superpowers of the world, including the United States, the Soviet Union, and the new nation of fantasy creatures called Fantasia.


Process and Workflow:Challenges and Solutions:Outcomes:


Contact

Phone Number

(424) 298-1059

View My Resume

^ Module Here ^

Genre: Tabletop Business Management

Primary Role: Design Lead

Additional Roles: System Designer

Team: None (Academic Project – DigiPen Institute of Technology)

Description: A business management game where players run a fantasy tavern during a time of war against the Dark Lord. Players compete to score the highest score while trying to navigate the events that fantasy war may bring to their business.


Process and Workflow:Challenges and Solutions:Outcomes:


Contact

Phone Number

(424) 298-1059

View My Resume

^ Document Here ^

Genre: TBA

Primary Role: TBA

Additional Roles: TBA

Team: None (Academic Project – DigiPen Institute of Technology)

Description: TBA


Process and Workflow:Challenges and Solutions:Outcomes:


Contact

Phone Number

(424) 298-1059

View My Resume

^ Document Here ^

Genre: TBA

Primary Role: TBA

Additional Roles: TBA

Team: None (Academic Project – DigiPen Institute of Technology)

Description: TBA


Process and Workflow:Challenges and Solutions:Outcomes:


Contact

Phone Number

(424) 298-1059

View My Resume

^ Document Here ^

Genre: TBA

Primary Role: TBA

Additional Roles: TBA

Team: None (Academic Project – DigiPen Institute of Technology)

Description: TBA


Process and Workflow:Challenges and Solutions:Outcomes:


Contact

Phone Number

(424) 298-1059

View My Resume

^ Document Here ^

Genre: TBA

Primary Role: TBA

Additional Roles: TBA

Team: None (Academic Project – DigiPen Institute of Technology)

Description: TBA


Process and Workflow:Challenges and Solutions:Outcomes:


Contact

Phone Number

(424) 298-1059

View My Resume

About Me

β€œEven if it defies conventional wisdom, no matter how absurd, the lengths to which I shall go in the pursuit of the ideals I believe in are nothing short of astonishing.”
– That weird-looking guy right above the quote… wait a minute.


How's it going? I'm Kyle Abeyta β€” a game designer with a focus on both narrative design and systems design, primarily with gameplay. Currently, I'm a senior at DigiPen Institute of Technology pursuing my Bachelor of Arts in Game Design. My background spans from QA testing to creative direction, with hands-on experience in roles such as producer, design lead, and narrative designer.I've led teams, prototyped games, balanced systems, and written stories that (hopefully) stick with players. I'm fluent in engines like Unity and Unreal, as well as working in custom engines. Currently, I am proficient only in C#, but I plan to also dabble in C++. I am also familiar with development tools such as Perforce, Twine, Maya, Blender, and others β€” but above all, I'm a collaborative professional. I believe in clear communication, inclusive design, and making sure everyone on the team has a voice that can be heard.At my core, my philosophy is that fun and engagement aren't just design goals β€” they're the pillars of good game design. I'm driven by the desire to build trust with players, forge connections with fellow developers, and sharpen the skills that will one day help me build an indie studio from the ground up β€” a place where both my dreams and others' can come to life.Some quick hits: I was born and raised in the city of Torrance, located within the greater Los Angeles area. Since the age of ten, I have been flying back and forth between California and Colorado until my high school graduation. Now, my voice and accent sound like a horrific combination of a typical mountaineering man and a surfer dude. The games that inspire me the most are BioShock, Shadow of the Colossus, and both the Dragon Age series and the Mass Effect series. However, I will say that my favorite games are Kingdom Hearts II Final Mix, Journey, and Persona 5 Royal. I'll crack a joke even if it costs me my dignity. I've been DMing for TTRPGs like Dungeons & Dragons and Pathfinder for over a decade, and you can usually find me composing music with MuseScore and Logic Pro.If you'd like to collaborate, discuss ideas, or share a joke, please don't hesitate to reach out!


Contact

Phone Number

(424) 298-1059

View My Resume