Game Design Portfolio


Role: Lead Designer
Platform: PC
Development Time: 3 Months
Team Size: 4 people
Tools Used:


In Augural, you play as a young summoner who has left her cult to prevent the summoning of the Elder God. Guide her exploration through the remains of a ruined temple city, in order to uncover ancient knowledge of eldritch rituals, and harness the power of the demon gods.

Use the right joystick to freely draw mystical symbols, which call to demons and bring their power into the mortal plain. Use this power to fight against the holy knight order, who have taken up residence in the ruins, and who now stand in the way of your pursuit of knowledge. Each symbol you discover in the game releases a different spell from one of the four elemental trees, fire, ice, lightning, and vine, allowing you to have a broad range of choices in combat, and pick your ideal play style.

Augural offers players the chance to unearth and explore the game at their own pace and in their own way. Every spell is available for use right from the start of the game. All that is waiting is for you to discover it.

Design Goals

  • Create a player-driven system of magic casting
  • Create challenge through casting spells
  • Encourage player exploration
  • Allow players to experiment with and discover new spells

Download And Play A Demo of Augural

This is a Windows-only executable, which must be played with a controller.

Reveal Trailer


Additional Details

My driving motivation behind Augural was to create a game where magic casting reflected some of the difficulty and challenge that is often expressed in novels or other works of fiction that address an individual learning magic. Traditionally in games, learning a magic spell is as simple as finding the correct book, and as long as the player has enough mana available, they are guaranteed to have a successful cast. There’s no need for the player to learn about magic, or familiarize themselves with how magic needs to be cast. There’s also no need to practice.

Augural took this tradition, and turned it on its head. Unlike with traditional spellcasting, there is no mana in this game. Instead, a spell’s success or failure depends entirely on a player’s ability to discover and successfully execute a spell. Everything ties back to a player’s ability to effectively use the spellcasting mechanic.