Game developer · Technical designer

Hello, I'm Belida.

I design and implement gameplay systems that turn ambitious ideas into clear, playable experiences.

My work spans tactical combat, enemy AI, system architecture, Unity tools, and team leadership. I enjoy owning features from early prototype through iteration and delivery.

Focus
Gameplay systems
Engine
Unity
Language
C#
Based in
Sydney, AU
Belida Ouch
Available for opportunities

Selected projects

What I've worked on

Each project highlights the role I held, the systems I owned, and how I contributed to the team—not only the finished game.

Terminal Horizon
View project ↗

Project 01

Terminal Horizon

Featured work

Terminal Horizon is a cyberpunk turn-based tactics roguelike. Lead a group of awakened simulants, ASIMs, in their escape from the dystopian megacity of New Damascus, and grant them their dying wish to see the stars for the first and last time. Fight against hostile simulants across three districts in turn-based grid combat, and combine abilities, passives, and over 100 unique items to create devastating, game-breaking builds.

genre
Tactical JRPG Roguelike
engine
Unity · C#
team
Team project
platform
PC · Steam
involvement
March 2026 · Present
release
Q1 2027

Role

Gameplay Programmer · Technical Designer

Roles & responsibilities

  • Own the gameplay programming for all combat units, from their core behaviour and state logic to how they operate within each encounter.
  • Design and implement the ability systems that define unit actions, targeting, effects, and combat interactions.
  • Build and maintain the grid and movement systems used for positioning, navigation, and tactical decision-making.
  • Develop the interaction layer between units and the environment, allowing abilities and movement to respond consistently to the game world.
Open project
Candy Exchange
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Project 02

Candy Exchange

Featured work

Inspired by my experience with day trading, Candy Exchange reimagines the pressure and unpredictability of financial markets as a roguelike. Our six-person team built the game in 12 weeks, combining a simulated market, dynamic news events, and run-based progression. We are proud of what we achieved within that scope and consider Candy Exchange a completed chapter.

genre
Trading Roguelike
engine
Unity · C#
team
Team of 6
platform
PC · itch.io
period
2025

Role

Game Director · Lead Designer · Programmer

Roles & responsibilities

  • Created the original concept and directed the overall vision, translating personal day-trading experience into a finance-focused roguelike.
  • Led the game design across its core loop, market simulation, dynamic news events, progression, and replayable run structure.
  • Programmed key gameplay systems and built the supporting architecture and editor tools used to create and balance content.
  • Guided a six-person team through planning, production, and delivery of a complete playable game within 12 weeks.
Open project
9ToFight
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Project 03

9ToFight

Featured work

Inspired by the chaotic physics of Gang Beasts and the tension of rage games, 9ToFight was conceived as a two-player couch-party experience built to create funny, unpredictable moments. Our ambitions ultimately exceeded what we could deliver within the eight-week development period, making the project a valuable lesson in scoping multiplayer mechanics around a fixed production schedule.

genre
Co-op Action
engine
Unity · C#
team
Team project
platform
PC · itch.io
period
2025

Role

Combat & Enemy AI Programmer

Roles & responsibilities

  • Owned the complete combat implementation, including attacks, hit detection, damage handling, combat states, and player feedback.
  • Designed and programmed the full enemy AI system, covering state-driven behaviour, targeting, movement, and attack decisions.
  • Integrated combat and enemy behaviour into the two-player experience, ensuring both systems worked consistently during cooperative encounters.
Open project

Capabilities

How I contribute

My work sits between design, programming, and direction. These capabilities reflect systems and responsibilities demonstrated across Terminal Horizon, Candy Exchange, and 9ToFight.

01

Combat, units & AI

I program the systems that make units function in play—from abilities, movement, and environmental interactions to complete combat and enemy AI implementations.

Combat programmingUnit systemsAbilitiesEnemy AIGrid movementEnvironment interactions
02

Technical game design

I turn game concepts into connected, implementable systems. My work includes designing combat rules, market simulation, progression, dynamic events, and the tools needed to tune them.

System designGameplay architectureUnity editor toolsBalancing workflowsTechnical documentation
03

Game direction & delivery

I can originate a game concept, define its creative and mechanical direction, and guide a small team through planning, implementation, iteration, and a finished playable release.

Game directionLead designCreative ownershipTeam planningFeature ownershipScope management

Experience & recognition

Beyond the build

2025

Game Director, Lead Designer & Programmer

Created and directed Candy Exchange with a six-person team over 12 weeks

2025

Exhibitor

SXSW Sydney · indie games showcase

2025

Presenter

WayPoint pitch and UTS TechFest game showcase

2025

MarineTech AI Integration Hackathon Winner

Developed a naval vessel safety solution in collaboration with Rapido AI

MarineTech AI Integration Hackathon award
2023

Game Jam Winner

Witch Trial

Play on itch.io

Dev Log

Real-time development updates • Latest: March 2026

Feature

Terminal Horizon - Grid-Based Combat System Architecture

+

Designed and implemented a modular grid-based tactical combat system for JRPG roguelike with reusable enemy AI behaviors.

Feature

9ToFight - Multiplayer Combat Synchronization

+

Built a 2-player coop action game with synchronized combat mechanics, behavior tree AI, and responsive character controllers.

Design

Candy Exchange - Market Simulation System Design

+

Architected a dynamic stock market simulation with news-driven price fluctuations and roguelike progression mechanics.

Dev log updated regularly with game development progress and technical insights.

Check back weekly for the latest updates

Let's Connect

Always interested in new opportunities, collaborations, and conversations about game development and design.

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