
JOSHUA FERNANDEZ
Game Designer | Narrative Designer
Video Games

Realms
Game Designer, Narrative Designer
Lead a team of designers to craft levels for the world while incorporating narrative elements and actions including combat, exploration and lore.
A fantasy FPS where you battle parasites, travel dimensions, and save a universe on the brink of destruction

Void
Game Designer, Narrative Designer
Created content to be modular including branching dialogue trees and collectable items
A randomized mystery game where you must discover which crew member among your team is the murderer

Miscreant Mash
Game Designer
Created and designed all Miscreants including moves, stats, aesthetics, and balancing
A turn-based monster battler where you assemble a team of 4 Miscreants and battle another team for superiority

Darkest Abyss
Narrative Designer
Wrote an interactive narrative with branching paths, customization options, and rich lore
A text adventure where you travel through past memories with a mysterious figure to decide your future

Lootbox Swipe
Game Designer
Designed the gameplay systems, programmed the mechanics, and wrote all content for collectable items
A clicker game where you invest create income, buy lootboxes, and slowly build your collection of weapons
Tabletop Games
Arsine
Original Card Game
At least two or more people are trapped in a poison chamber and it's every man for himself. The value of every card you draw takes away your health. The higher the card, the worse your luck is. Duel others in risk vs reward scenarios to mitigate the poison before you perish
Oleander
Original Board Game
Thought Process: This video was an excuse to showcase my portfolio in a satirical manner along with trying a new green screen I had. This allowed me to experiment with video editing techniques I couldn't have otherwise and simultaneously advertise my portfolio and skillset to employers.
The Binding of Isaac: Paper Prototype
Fan-Based Paper Prototype
This paper prototype is based on The Binding of Isaac Rebirth. The purpose of the project was to try and replicate the roguelike feel of the game. Since almost every element in TBOI is randomized, I played as the Dungeon Master while someone else plays and I direct them through the adventure
Battleship: Duress Edition
Fan-Based Modulation Project