Don’t Die Again

Game designer and project manager at Darmstadt University of Applied Sciences, Oct 2020 – Feb 2021


Gnawing their way through procedural levels, players face various combat encounters and bosses as a samurai zombie in this survival roguelike. They need to manage their decaying health by devouring corpses, and strategically employ fellow zombies to soften up enemies.

https://itch.io/dont-die-again
Trailer by Nicolas Thomas

EngineTeam sizeGenrePlatformRelease
Unity8Survival rogue-likePCFebruary, 2021
  • Pitched the initial concept, developed and upheld the project vision through the concept and production phases
  • Designed and documented all gameplay mechanics in Confluence, such as player control, combat, enemies, and scoring
  • Balanced combat encounters to suit the intentionally unforgiving and fast-paced gameplay
  • Managed the timely completion of tasks with Jira and Scrumban to produce a representative vertical slice

Core game loop

I achieved the nearly complete implementation of all designed gameplay features by consciously focusing on the core game loop. Restricting it to a few essential features later facilitated a robust, extensively tested balancing and pacing.

Through diverse procedural levels and semi-random encounters, I increased the replay value. The steadily increasing difficulty challenged players of all skill levels and incentivized quick thinking due to the fast pace and deadly enemies.

I bonded my team by collaboratively shaping the game’s setting during the early concept phase. Fueled by mutual appreciation, we approached the realization united and motivated.

As the project manager, I ensured a smooth execution through well-planned sprints, deadlines, and buffers. We strategically utilized the last weeks of production for polish and balancing, concluding on a representative vertical slice timely and without crunch.

Prototype playthrough featuring a day-night cycle and supportive zombie buddies

Moritz Renzikowski Game design & vision, project management
Ilya Volkov Programming
Leon Papadopoulos Environment art
Nicolas Thomas Character art & animation
Luca Schmell Creative & technical producing
Marc Paul Creative & technical producing
Finn Kaiser Sound design
Pascal Klebe Soundtrack