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

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

The story so far
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.
From design to development
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
Quests and characters give actions meaning, turning a setting into something players can take part in.
Enemies, bosses, and their behavior shape how players read a challenge and choose their next move.
Level design, atmosphere, and progression give players a reason to explore beyond the obvious path.

Beyond the screen
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.
