Dream Puzzle

A client was developing an engine for a jigsaw puzzle game. I developed an idea for a version that incorporated some Mysterium-style game play, where players would uncover clues as they solves puzzles and would use the finished pictures to solve a dark mystery. The pictures represented dream images and the players are psychic investigators. Like Mysterium, the images were very bizarre and dream-like, leaving some interpretation to be made. Players could use hints when stuck. Each mystery was a separate chapter in the game.

I developed the documentation illustrating the core loop as well as outlining the hooks to evolove the game for retention through episodic chapters, each with its own crime to solve.


Marvel Boss

The success of Dungeon Boss had us talking to various companies with licenses looking to expand into other game spaces. This one was very simple. The character collectible core game of Dungeon Boss combined with the Marvel Universe. I remember being nudged to make a more realistic themed pitch deck for this (and I did), but with other similar Marvel games already in the space, I always felt a block style re-interpretation of the world might be fun and interesting to fans that like to collect.





Angry Birds Epic 2:

A brief partnership with Rovio had me developing a team battler using their iconic cast of Angry Birds characters. We had some fun exploring a range of abilities and powers from medieval fantasy to far flung Sci-fi future. Combining them with the bird ‘archetypes’ yielded a lot of fun content for a collectible combat game. Ultimately, I moved on from the studio I was at before seeing this get into full production but I very much enjoyed working with and eventually meeting the Rovio crew that was in charge of third-party partnerships and product development. Great group, friendly, pro.












Rumble Kings

After working for a short time on a prototype for a pool game, I hatched a concept based around switching out pool balls for little round gladiators and facing off against opponents. It featured arena-to-arena combat with a host of hazards, loot, beasts and powers. This is one of those mobile games that gamers love to play, but maybe not the casual soccer-mom crowd so much. My vision for this leaned heavily into offsetting the combat with Nintendo-like charm. There were a couple competitor games, but, imo, none of them really captured the possibilities for a game like this. Lots of opportunity-space to pump up physics, action, fun and make a super slick ux. Plus the rogue-lite loot and level-ups add some great retention hooks.





SGRB and more...

While contracting, a client asked me to put together a few pitches that incorporated film/television properties they were working on by matching them with existing core game mechanics. In particular, mechanics that data supported as common and successful in mobile gaming. While the core gameplay was familiar and not an area I could innovate heavily in, I found it interesting to find areas in the meta, progression and world design that would make the game ideas feel engaging and unique. Again, I found that heavy restrictions in design-space can force innovation, creativity and efficiency.





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My name is Allan Ditzig, and I have been making interactive experiences and developing designs since my youth. I find inspiration from all genres in digital gaming as well as tabletop, board game and cinematic experiences. I truly value high-talent, low-ego teams that seek collaboration and quick iteration. This is the foundation that creates amazing interactive experiences.

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