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
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
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
Contact:
travisjchew@gmail.com