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Siege: Tower Rush

PC demo · November 2020

Siege: Tower Rush is a PC strategy project built around an anti-tower-defence premise: the player is the attacker, not the defender. This is my strongest systems design project because I owned the core game design, gameplay systems, programming, and level design.

Siege Tower Rush gameplay screenshot
Siege Tower Rush gameplay screenshot

Project context

My role and responsibilities

Design focus

The central design challenge was turning genre inversion into a complete game loop, not a gimmick. Reversing roles is easy to pitch, but hard to make strategically coherent.

I focused on:

Siege Tower Rush progression and strategy screenshot
Siege Tower Rush progression and strategy screenshot

Progression structure

A key part of the game is combining short-term and long-term motivation:

This dual structure increased experimentation and gave players reasons to return, while keeping each run readable and strategically distinct.

Implementation notes

Because I handled both design and programming, system decisions were continuously checked against implementation reality. That reduced design drift and helped keep feature scope practical.

Outcome and lessons

This project is the strongest representation of how I work: designing player-facing systems that are understandable, scalable, and implementable.

Main lessons:

Siege Tower Rush combat screenshot
Siege Tower Rush combat screenshot