Jason Timothy Koesmanggala
Game Designer
I am an undergraduate of BINUS Game Application and Technology currently in an internship to learn more about working as a game designer. Click on the images to learn more about my projects, or visit the links at the bottom of the page.
About me
My name is Jason, I am a game developer located in South Tangerang, Indonesia. In game development projects, I mainly take the game design role while assisting in sound effects editing.My goal in the game industry is to create innovative and creative experiences that challenge the standard of the local industry. With challenging the industry, I'm also challenging myself by trying new genres and ideas whenever it's possible. I'm eager to learn how game design is actually done in the industry, as well as learn how ideas become projects that comes out as a product.On the offside, I'm also interested in understanding the business of video games and would hope that I would understand it more from the work experience.
Paracelsus
My contribution:
Level Design
SFX Editing
Team size: 8
Project length: 3 - 4 months
Level Design
This was our first attempt at making a game together. Initially, it was going to be a platformer. We decided to turn it into a metroidvania later on. With it, my idea for the level designs also changed. After the blocking was done by Bryan Kurniawan, I sketched the routing and pieces for how the players would optimally approach the levels. Given that this was a metroidvania, I wanted the puzzles to encourage explorations and non-linear paths without giving the players any tutorials. We decided to utilize mechanics that we already have to solve the puzzles, giving one ability many purposes in the sandbox.
SFX Editing
Using Audacity and free royalty audios taken from Freesound.org and YouTube, I edited and sew together sound effects to be used in the game. The music was taken from Peritune. The code for the audio in-game was created using an audio manager system.
D.C.H.S.
My contribution:
Level Design
Game Balancing
SFX Editing
Team size: 5
Project length: 4 months (working once per week)
Level Design
The idea behind the levels was to incorporate the earthquake hazards in an office skyscraper into a runner type obstacle. I established a foundation where each piece of hazard can be tackled by a certain way of movement. Shattering windows must be leaped across, loose lamps must be ran through, cracked floors require you to walk, sprinklers can be used to swing across chasms, and tables will save you from most hazards if available. Using this foundation, I crafted a few setpieces that transitions the movement mechanics with one another in order to make the game feel more fluid.

Game Balancing
Numerous amounts of playtesting and tweaking was given to this project to create a runner / platformer movement that fits well with the pacing of the game as well as adjust the setpieces that are placed to give the right amount of challenge. Changing values from the public variables, tweaking the codes, and adjusting placement in the Unity scene are the few things that I did to make sure the game felt as good as we could get it with the timeframe given.
SFX Editing
Using Audacity and free royalty audios taken from Freesound.org and YouTube, I edited and sew together sound effects to be used in the game. I also attempted foley for boots sounds and belt sounds. The music was taken from Peritune and YouTube. The code for the audio in-game was created using an audio manager system.
Litter Flipper
My contribution:
Level Design
SFX Editing
Team size: 9 (7 excluding Team Manager and Publication)
Project length: 4 weeks
Level Design
Inspired by games like Overcooked, this game is supposed to overwhelm the players with priorities and choices. The goal of each level is to reach a score needed to progress to the next. For every mistake that the player makes, they lose a life point. It's a simple formula of an arcade game that we decided to use on our game about enviromental awareness.

SFX Editing
Using Audacity and free royalty audios taken from Freesound.org and YouTube, I edited and sew together sound effects to be used in the game. For some sounds, I made it myself using objects from the household or my own voice. The music was taken from Peritune and YouTube. The code for the audio in-game was created using an audio manager system.
Cosmic Scavenger
My contribution:
Mechanics Design
SFX Editing
Team size: 3
Project length: 3 days
Mechanics Design
In the span of a day, we had to have come up with an idea for a short game. We ended up with a game where you collect items from space with a harpoon, and use it to upgrade your ship. It initially was going to be like Raft but in space. However, with the timeframe that was available, we could only end up making it a top-down shooter where you have to maintain your ship's hull while collecting space trash to progress to the next level.

Whisper of Silence
My contribution:
Level Design
Story Writing
SFX Editing
Team size: 3
Project length: 2.5 weeks
Level Design
I've never played a point n' click game. For this project, I had to search through games for inspirations, and ultimately we ended up using When The Past Was Around for our main reference. The puzzles in this game were all set up by me through Unity scenes using a point n' click system created by our programmer, Darryl Orleans. The goal of the puzzles was to be engaging enough for people to want to stick around for the story, but easy enough that anyone could play it. A lot of lock-and-key designs were used throughout the game.

Story Writing
This was my first attempt at story writing in a video game. The story emphasizes on the struggles of an anxiety driven high-school student who sees the world through a distorted view. Every dialogue was written by me, and was later edited for the final product by Darryl Orleans.
Cyber Synthesis
My contribution:
Mechanics Design
Team size: 6
Project length: 2 weeks
Mechanics Design
We were given a theme, something along the lines of "seeds for the future." After some brainstorming, we decided to create a metroidvania with a day and night system, where day and night can open or close new paths. I created the planting seeds for weapons mechanic, time specific obstacles, and the one weapon limitation. These mechanics were aimed to encourage exploration and experimentation with the day and night system, as well as to give us tools to create the creative puzzles for the players to work with. I really wanted to make sure that each feature that we create in our game was not just a one-off gimmick, but a consistent mechanic that the players will have to always engage with throughout the entire game.