Ledgerbound

Technical Design Intern


From the writer and producer of Helldivers 2 comes Ledgerbound, a tactical RPG where you play as the noblest of fantasy heroes: an insurance adjuster. 



What I worked on:
Biweekly sprints and kickoffs: where I worked closely with a 20+ team.
Spearheaded 5 levels from blockout to Unity implementation.
Balanced experience curves using playtesting data & sheets.
Iterated on level layouts based on playtest results.
Linked story beats with gameplay highlights: by working closely with writers.



March 2025 - August 2025


A SHRIMP FRIED THIS RICE

Lead Designer / Developer


A cooking-puzzle game made in 72 hours for Global Game Jam 2025.

Play as a shrimp fry who must fry a delicious bowl of shrimp fried rice. Blow bubbles to move ingredients around the kitchen, and avoid being eaten by your shark customers.

Runner Up - Overall Game
Honorable Mention  - Art




What I worked on:


Led my project team to create a cooking puzzle game with a compelling “food merging” mechanic.
Designed the game’s unique food combination mechanic: where you combine and cut different ingredients by shooting them with bubbles.
Designed and balanced the game’s levels with a focus on creating emergent gameplay.


Released January 2025

Papa? Please Feed Me!

Lead Designer / Developer


The rapture has arrived! Play as YUFO, a desperate alien father who must abduct humans to feed his cosmic baby son—who threatens to eat the world if he gets too hungry...

Installed for play on a real arcade cabinet at the Game Center.





What I worked on:
Led a team of artists and sound engineers during the 48 hour jam period. 
Programmed and implemented all aspects of the game in Godot.
Used a combination of tech art, custom coded shaders, and animation to give the game’s unique “juice”, replicating the chaotic nature of an arcade crane grip.

Released October 2025



Project Kadence

Lead Designer / Producer


A musical RPG where you play as Carol, a mom searching for her son who must fight off paranormal foes with the power of rhythm. Gameplay is a split between isometric-top down narrative RPG and rhythm game chaos. Currently, a vertical slice which contains the first chapter and dungeon of the game is completed.

Unreleased Arcade 2025 for Best Game Mechanic



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What I worked on:
Directed the development of the game’s RPG section.
Spearheaded the development of the “beats” mechanic—micro-rhythm minigames that popped up diagetically in the game’s dungeons.
Designed, blocked out, and built the Rave Dungeon level, which included charting out the level’s dialogue triggers, crowd-surfing puzzle mechanic, and enemy encounters.

Sept 2024 - Jan 2025


Travis Chew

GAME DESIGNER
PALO ALTO CA
NEW YORK NYC

   Resume
   Design Reel
   LinkedIn

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