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Behind Viperia Studios

The mindbehind the worlds.

I’m Benjamin — a game designer and storyteller drawn to strange worlds, memorable characters, and the moments that make players curious.

Quest designCharacters & encountersInteractive worlds
Benjamin outdoors beside a wooded stream
BenjaminGame designer & storyteller

The story so far

Curiosity
became a craft.

My background spans collaborative studio projects, team-based development, and independent games. My work with Square Enix, Room 8 Studio, and Massive Black includes bringing Dungeon Siege into The Sandbox, with responsibilities across quest and level design, narrative, characters, combat encounters, and gameplay refinement.

On Stonebridge, I designed questlines and NPC interactions that encouraged players to explore the town and discover its stories. For Farmland, I worked on level layouts, routes, encounter placement, combat balance, quests, and dialogue—refining how players found their way, earned equipment, and faced increasing challenges.

For Dungeon Siege Crypt, my responsibilities included quest and story design, character and boss design, enemies and enemy AI, plus light scripting where needed. I focused on connecting the player’s objectives with the threats and discoveries encountered throughout the descent.

Across these roles, I’ve learned to develop narrative and gameplay together: a character needs a purpose, a quest needs a clear path, and an encounter needs to communicate its challenge. I enjoy testing those ideas in a playable space and refining them through iteration.

Experience working with

  • Square Enix
  • Room 8 Studio
  • Massive Black

From design to development

Ideas take shape
in the engine.

I enjoy working directly in game development engines, especially Unity. Building and testing a playable scene helps me understand how movement, combat, level flow, and player feedback work together. I’m drawn to the process of prototyping a mechanic, seeing how it feels, and making the next version better.

My working understanding of C# helps me read and adapt gameplay scripts, follow the logic behind a mechanic, and contribute scripting support. That technical understanding helps me connect design decisions with implementation and work through problems alongside other developers.

Alongside my collaborative work, I’m developing an unannounced 2D side-scrolling retro shoot ’em up for mobile, bringing my interests in combat, enemy behavior, and progression into an independent project.

How I think about games

A world should
invite you in.

Stories you can play

Quests and characters give actions meaning, turning a setting into something players can take part in.

Encounters with intention

Enemies, bosses, and their behavior shape how players read a challenge and choose their next move.

Curiosity that keeps going

Level design, atmosphere, and progression give players a reason to explore beyond the obvious path.

Benjamin with his dog Harley at his desk
Benjamin & Harley

Beyond the screen

A little more human.

Outside game development, you’ll usually find me with Harley, lost in a fantasy novel, or enjoying live music and the arts. Those experiences keep finding their way back into the worlds I build.

Let’s build something
worth exploring.