Davi Bennier
Game Designer · Narrative Designer · UX Designer
Project VAMP (Tameless)
About the game
Platform: PC
Tameless is a 3D isometric roguelite action RPG for PC. You play as Schell, a small enslaved creature trying to escape three levels of randomized cave rooms filled with enemies and traps. Guided by the spirit of the alchemist Kimi, you craft bombs and combine weapons, bombs and accessories each run to fight, dodge and explore different cave biomes on your way to freedom.
Gameplay
Fast-paced combat mixing melee and ranged attacks with different bomb types, each with its own area of effect and cooldown. Runs are structured in three levels made of random rooms, where you clear enemies, avoid traps and choose routes. Wagons are used by NPCs to travel between biomes and connect different parts of the cave.
Characters
My role on the project
(Game Designer · Narrative Designer · Level Designer · UI/UX)
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Game Design: Defined and documented the core loop, combat rules, bomb crafting and progression systems for the roguelite structure.
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Narrative Design: Reframed the story and lore to fit a run-based game (three acts and repeatable runs) while keeping Schell, Kimi and King Grunt coherent.
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Level Design – Helped shape the cave as a network of random combat and event rooms, defining room types, encounters and their purpose in each run.
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User Interface – Created screen flows and mockups for HUD, inventory, bomb crafting and level/room selection screens.
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User Experience – Searched for ways to reduce friction in a UI full of items and stats, focusing on readability and quick decision-making during combat.
Challenges and Solutions
Challenge: Continue an existing game while changing systems and structure
What I did: Restructured narrative beats and progression so they worked in a roguelite format without breaking the established world and characters.
Challenge: Give players more agency over routes and builds
What I did: Helped design a system for choosing the next level/room and rebalanced rewards, so players could pursue different builds and paths each run.
Challenge: Make a complex UI clear in the middle of fast combat
What I did: Simplified texts and keywords, tested different HUD and inventory layouts, and prioritized visual hierarchy so key information (HP, bombs, cooldowns) stayed readable.











