Strider Toll

Technical Game Designer

Hi! Thanks for stopping by. I’m Strider, a game designer and developer with over 3 years of professional experience, specializing in combat systems and player abilities.I like to focus on making kinetic, visceral, and artful games.

PROJECTS


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BEWITCHED

Combat Designer
September 2025 - December 2025
Team of 13
3D dungeon crawler action game

  • Oversaw the redesign of core combat mechanics through a transition from an isometric to 3rd person camera view

  • Wrote and balanced abilities for four distinct characters to create options shared between the player and AI enemies

  • Designed a dynamic camera system with distinct framing to improve clarity of exploration and combat


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RUSHDOWN REVOLT

Gameplay Designer & Developer
February 2020 - June 2023
Team of 31
Live-Service platform fighting game for PC

  • Designed and implemented movesets for two original characters

  • Created and owned a system that assigned custom VFX to alternate skins

  • Built and debugged online-ready code in a game with 300+ peak players

  • Partnered with team leads to design and iterate on core combat mechanics


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Bucket of Bolts

Sole developer
January 2022 - May 2022
Cooperative 2D platformer and space shoot 'em up

  • Wrote systems for traversal across asteroids with individual fields of gravity

  • Created a dynamic camera system to track players that move offscreen

  • Ran playtests and incorporated player feedback to improve accessibility

  • Designed ship functions that share a control scheme with player characters


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Boost Breakers

Sole developer
October 2019 - July 2021
Competitive 2D platform fighter

  • Designed and balanced a character moveset around a theme of wild confidence

  • Developed movement and combo systems inspired by anime fighters

  • Created system mechanics to incentivize stylish, high-risk high-reward gameplay

BEWITCHED


PROJECT BREAKDOWN

Bewitched is a single player, dungeon action crawling game where you play as a forsaken witch in a grim fantasy setting. Having limited offensive capabilities herself, the witch must posses other enemies to have them do her bidding, clearing out the hordes of danger while keeping yourself protected.BACKGROUND
Bewitched was originally developed and pitched over roughly 6 weeks as part of MI455: Game Design and Development II at MSU, and was picked as one of 4 games to move forward and receive a full semester of development in MI497: Game Design Studio. I was brought onto the team two weeks into the semester since the team needed another designer with combat systems experience.
I worked on the team as a combat designer until the game's release in December 2025

Setting Combat Direction

With limited time to establish a proof of concept, I was tasked with setting the combat and camera direction for the rest of the team. We wanted the game to be fast paced, while keeping the player feeling challenged and vulnerable. When deciding how to achieve this vision, I started by identifying the challenges, constraints, and existing ideas inherent to the game we were already making, that the combat system would need to support or work around.
These were the most inflexible ideas I had to keep in mind when planning the combat systems:

1) Shared characters between player and enemies2) Keep the player feeling vulnerable3) Limited animation budget4) New 3rd-person camera5) Center the possession mechanic

Because the team only had one animator stretched between several different controllable characters, the number of unique attacks and hit reaction states to a minimum. From here, we could define the core conflict of the game.

Challenge comes from

- Narrowly avoiding damage
- Managing a crowd of enemies
- Prioritizing targets
- Clever use of possession

challenge does not come from

- Complex combos and attack chains
- Precise aim

With these principles defined, we were able to move forward with refining the gameplay from the initial prototype.

Refining the Possession System

Moving into production, we knew that possession was the project’s signature mechanic, and we had to get it feeling great.

In its initial version, possession was activated by a raycast out from the player’s center camera. On a successful capture, the player gained control of the enemy they hit. That enemy would slowly lose health until it died, at which point the player would take a small amount of chip damage, and revert to their previous form.

This specific version of possession was a great proof of concept, but the aim requirement ultimately proved cumbersome for a game that mostly focused on melee combat. This was an ability that players needed immediate access to, and at this time players would often miss one possession, then run away from enemies while they waited for the ability to recharge.

Our first attempt at refining this involved changing the possession to a cone, in order to target a larger range of enemies without accurate aiming. While a definite improvement, this was still too slow and specific for something the player needed immediate access to. It allowed for quicker plays, but the player was still having trouble keeping up with the onslaught of enemies The move’s slow speed and difficulty to aim made what should have been our keystone mechanic cumbersome and risky to use, and we needed a version that the player had quicker access to during gameplay.

At the same time, we were having difficulty solving our game’s dodge mechanics. The player needed a reliable way to respond to enemy attacks, but building unique defensive options for every enemy would either need to replace the secondary abilities that made each enemy unique, or risk overblowing our animation budget. We needed a simpler system that would work across every character, and realized that we could solve two problems at once by folding it into our possession mechanic.

Our next iteration was what we called possession counter. The player could still possess normally, but if they pressed RT in response to an attack, they would do a short teleport backward, and possess the enemy that attacked them, if they had possession available. This both created a viable, character-neutral response to enemy attacks, and helped the player gain an offensive form more consistently.

These changes granted a defensive tool and pushed them to engage with the possession system more, but was not without problems. First of all, it was confusing. Players would often get the dodge or conter-possession to come out without intending to, and the action was too quick for them to understand what was going on. Players were also not switching forms often enough. While we dedicated a face button to leaving possession, the game did not incentivize the players to use it, so they usually stayed inside one enemy until it ran out of health, at which point they would just grab another. Finally, since running out of time in a form had little consequence, the player did not care about taking damage. This was a major violation of the goal of keeping the player vulnerable, and after a few weeks of testing with this version of the mechanic, we needed to re-evaluate the possession loop once more.

To address these issues, we made a few key changes to the possession mechanic:1) Split the possession counter into it’s base components; the possession move itself and a teleport that avoids damage.2) Make the teleport trigger when the player leaves a possession, instead of attempting to gain one.3) When a possessed enemy runs out of health, deal continuous damage to the player’s base hp until they manually leave the form.

These changes were very successful. Players now had to make a calculated tradeoff of whether to when to leave a possession, based off if an attack was coming their way, and how much time/health they had left in the enemy.

PROJECT BREAKDOWN

BOOST BREAKERS is a fast-paced 2D platform fighter designed around high-speed movement, stylish combos, and reckless offstage plays.DESIGN GOALS
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This project was developed on-and-off as a long-term solo project from roughly October 2019 - July 2021, with the goal of creating a vertical slice featuring one stage, and one character. As such, the system mechanics and character, Azen, were created to support each other.