GAME DESIGNER / SYSTEMS · QUESTS · PROGRESSION · TECHNICAL

MARIO
MERGOLA

Portfolio

I design and build open-world, RPG, MMORPG, and strategy games: I write the spec and implement it in-engine.

Branching mission logic resolving through squad loyalty and specialist checks into survival or death states.
Fig. 01: Branching mission resolution  ·  Articy → UE5
8
Years designing games
11
Designers led
500+
Content entries tracked
25,000+
Lines of Python written
Shipped: Ascend (2025)  ·  Pandora: Chains of Chaos (2020)
01About

I am a game designer with an engineering degree. I take unformed ideas and unfinished parts of a game and make them work together: quest states, mission logic, progression rules, branching outcomes, design documentation, and the databases used by multiple departments.I write the specs and then implement them. On the open-world MMORPG, Scars of Honor, I organized player verbs into 12 quest archetypes to protect against repetitive content, and rebuilt the design-facing quest database so Design and Engineering worked from one source of truth. On Ascend, I built the climb around the five stages of grief, with zodiac puzzles gating the player's ascent past the people trapped there before them.I came to games from technical design, where I delivered projects north of $50M. That is where I learned that constraints are the design, not an obstacle to it.What follows is not a highlight reel of finished screens. Each piece shows how I think about gameplay as a system: player actions, state changes, conditions to check, the failure modes, and how a team implements it without guessing.

Focus
Quest · Systems · Progression · Technical design
Genres
MMORPG · Open-World · Puzzle · Action Adventure · Strategy
Engines
Unreal Engine 5 · Unity · Godot
Tools
Articy Draft 3 · Python · Git · Structured design documents
Shipped
Ascend (2025) · Pandora: Chains of Chaos (2020)
Degree
Engineering, Stevens Institute of Technology
Leadership
Design teams of up to 11
02Selected work

Each piece opens into a breakdown of the logic underneath: what the player does, what the system checks, and what engineering receives.

Branching mission logic resolving through squad loyalty and specialist checks into survival or death states.
Portfolio pieceArticy Draft 3 · Unreal Engine 5
Mass Effect 2: Mission Logic Recreation
Technical Designer · Narrative Designer · Programmer

The mission everyone remembers, rebuilt as the logic underneath it. I mapped ten decision variables and six squad assignment checks in Articy Draft 3, then moved into Unreal Engine 5 when Articy could not hold the resolution, scripting the conditions, randomization, and survival outcomes myself so anyone could pick it up and follow it.

Playable in UE510+ decision variables6+ assignment checksRandomized outcomes
Read the breakdown →
Quest chain of four quests over a shared data spine, with a phase gate between quest two and three.
In developmentUnity · MMORPG
Scars of Honor
Quest Designer · Systems Designer · Encounter Designer

Twelve quest archetypes built from player verbs, so a large-scale MMORPG had structural protection against repetitive content, and one quest database Design and Engineering both built from. I also worked with level design and environment art to turn a wasteland into an underground volcanic settlement shaped by the faction's culture, power, and politics.

12 quest archetypes18+ quests · 120 phases500+ content entries
Read the breakdown →
Puzzle gating flow: a story beat, a clue check, a second beat, a state set, and resolution.
Shipped 2025Unreal · Puzzle adventure
Ascend
Narrative Director · Game Designer · Content Designer

A magical mountain climb built around the five stages of grief, with zodiac puzzles gating the player's ascent past the people trapped there before them. Cut from a planned five-level arc to two without weakening the experience.

Progression gating~20 contributorsPuzzle logic6+ months scope cut
Read the breakdown →
Open world flow: a story beat and free roam feeding a trigger volume that fires the next beat or re-arms.
Shipped 2020Unreal · Open world
Pandora: Chains of Chaos
Narrative Designer · Game Designer · Content Designer

Quests designed around a magic umbrella that turned traversal into problem-solving and opened up the vertical expanse of the world, with mission structure and narrative triggers tuned so story beats fired reliably wherever the player wandered.

Traversal mechanic design~10 person remote teamMission structure
Read the breakdown →
Design direction feeding three reusable templates that eleven designers built from.
Not releasedGodot · Lead role
The Tūn-Gāst of Oakshaw
Lead Game Designer

Led eleven designers by building the scaffolding first: reusable level structures, object placement examples, and in-engine templates the team could design inside without waiting on review.

11 designers ledReusable templatesDesign mentorshipGitHub prototypes
Read the breakdown →
03Writing sample

A cutscene opening a mission in a Mafia or Payday-style open-world crime sim. The player controls Rafael and has already been briefed on the particulars, including the glass-break sensors.

It ends with one crew member dead and the player-character separated from the man who killed him. That is the state the next mission inherits, which is the part I care about: a scene written to hand the following mission something to work with.

Read the sample →
Int. Jewelry store — night
RAFAEL
Six minutes.
The only sound is the gentle scraping of jewelry on glass.
CAT
Meow.
04Contact

HIRING FOR GAME DESIGN?

Open to design roles and contract work: quests, systems, narrative, technical.
Send me the problem you are trying to solve and I will tell you how I would structure it.

Game Design Portfolio


THIS PAGE HAS MOVEDEverything now exists on the home page in the Selected Work section.You can also use the links below to navigate:

← ALL WORK

MASS EFFECT 2: MISSION LOGIC RECREATION

Portfolio pieceArticy Draft 3 · Unreal Engine 5Technical DesignerNarrative DesignerProgrammer
Impact snapshot

Recreated a AAA-style branching final mission with 10+ tracked decision variables, 6+ squad and character assignment checks, randomized outcomes, survival and failure states, and a playable resolution flow across Articy Draft 3 and Unreal Engine 5.

Walkthrough: the mission running in Unreal Engine 5, start to resolution · 4 min 50 sec
What the player does

The player arrives at the final mission carrying every choice they made across the game. They assign squad members to specialist roles, commit to a route, and then watch those decisions resolve into who survives and who does not. Nothing is announced as a checkpoint; the consequences simply arrive.

What the system checks

Ten-plus decision variables held in state across a long arc, six-plus squad and character assignment checks evaluated at resolution, randomized rolls layered on top, and survival and failure states resolved for each character before the final scene plays.

What engineering receives

A mapped Articy Draft 3 project showing the full branching structure, and a working Unreal Engine 5 build with the conditions, randomization, and outcome resolution scripted and readable. Not a document describing the logic, but the logic itself, in a state someone else can open and reason about.

Technical design proof

Built around state logic: player choices, squad assignments, conditions, randomized outcomes, survival checks, and final resolution. This is how I break complex branching content into gameplay logic a team can actually implement.

The Base: full branching structure across squad assignments, loyalty states, and survival outcomes
Fig. 01: The Base — full branching structure across squad assignments, loyalty states, and survival outcomes
Randomizing loyalty variables in Unreal Engine 5, written against the Articy flow
Fig. 02: Randomizing loyalty variables in Unreal Engine 5, written against the Articy flow

← ALL WORK

SCARS OF HONOR

In developmentUnity · MMORPGQuest DesignerSystems DesignerEncounter Designer
Impact snapshot

Designed and structured MMORPG quest content across 120 quest phases, built on 12 archetypes derived from player verbs, and owned the design-facing quest database covering 500+ content entries.

Scars of Honor, open-world MMORPG, in development.
Fig. 01: In-game capture · Ondal's Gate, one of the regions the quest content was authored for
What the player does

The player moves through 18+ multi-step quests that ask for different things at different moments: talk, gather, craft, investigate, kill, deliver. Each quest resolves into a reward and a world state that carries forward, and no two feel like the same errand because the underlying combinations differ.

What the system checks

Quest states, phase gates, requirement types, faction conditions, NPC and object references, target and creature data, and reward hooks. Every quest is authored against explicit states and conditions rather than bespoke one-off logic, so progression can be validated instead of played through and hoped for.

What engineering receives

One quest database as the source of truth, with standardized naming, IDs, logic, and formulas across quests, phases, requirements, targets, rewards, and objects, plus 100+ NPCs and 700+ creature types. Design, engineering, and level design all read from the same sheet, which is what let the quest pipeline scale past the point where hand-authored content would have stalled.

Technical design proof

Built around a verb matrix of 12 quest archetypes, then implemented as structured data: objectives, quest states, triggers, conditions, references, and branching outcomes. This is the system I put in place so a large-scale MMORPG had structural protection against repetitive content.

Five verb paths converging on a single interact-and-use-item quest goal.
Fig. 02: One of 12 quest archetypes  ·  five verb paths converging on a single interact-and-use goal

← ALL WORK

ASCEND

Shipped 2025Unreal · Puzzle AdventureNarrative DirectorGame DesignerContent Designer
Impact snapshot

Shipped a puzzle-adventure with a distributed team of roughly 20 contributors, owning narrative direction, puzzle logic, progression gating, and implementation-ready documentation from concept through release. Cut a planned five-level arc to two focused levels, saving 6+ months of scope without weakening the experience.

Ascend, a puzzle adventure set on a magical mountain, shipped 2025.
Fig.01: Ascend  ·  puzzle adventure, Unreal Engine, shipped 2025
What the player does

The player climbs a magical mountain, solving zodiac puzzles to pass each gate. Every level is built on one of the five stages of grief, and the people trapped on the mountain before them are encountered along the way. Solving a puzzle advances the story rather than pausing it, so progress and understanding arrive together.

What the system checks

Puzzle completion states, progression gates, clue availability, interaction states, and the player guidance layer that decides how much help to surface after repeated failure. Each level's gate is checked against the narrative beat it belongs to, so the story cannot get ahead of the player or fall behind them.

What engineering receives

Short, practical design documentation covering puzzle logic, guidance rules, interaction states, progression gates, and scripted outcomes. Kept deliberately lean so every team knew what was needed and why without reading a novel to find it, which is what let a distributed team of twenty ship on schedule.

Technical design proof

Designed puzzle and story content around player guidance, clues, interaction states, progression gates, and scripted logic, so each puzzle advanced the story without confusing the player and paid them back with a sense of accomplishment. When a light-and-mirror puzzle proved visually confusing in playtest, I redesigned it for readability and specified a constellation guide drawn across the level, so players could see the target shape before attempting the solve. The puzzle and the zodiac thread stayed intact.

Planning board with level columns mapped to the five stages of grief, each column listing its zodiac sign and gating notes.
Fig. 02: Level ordering against the five stages of grief, with zodiac gating per section
Top-down view of an Ascend puzzle level. Glowing gold lines connect star points across the ground, tracing the completed light path. A darker constellation outline sits beneath it showing the target shape the player is aiming to match.
Fig. 03: In-game capture · Gold is the light path solving correctly. The dark constellation is the guide layer I added alongside the puzzle redesign

← ALL WORK

PANDORA: CHAINS OF CHAOS

Shipped 2020Unreal · Open WorldNarrative DesignerGame DesignerContent Designer
Impact snapshot

Shipped an open-world action-adventure with a remote team of roughly 10, owning mission structure, narrative triggers, quest flow, and Unreal implementation alongside programming and level design.

In-game capture from Pandora: Chains of Chaos showing the player traversing an open-world environment.
Fig. 01: In-game capture · Open-world traversal, with the magic umbrella opening vertical routes through the space
What the player does

The player explores an open world at their own pace, using a magic umbrella that turns traversal into problem-solving and opens up the vertical space above and below the ground they are standing on. Story beats arrive as they move, and the world does not wait in place for them to find the next one.

What the system checks

Trigger volumes, quest flow state, narrative conditions, level flow, and story-state progression. Beats are gated on conditions rather than location alone, and triggers re-arm where the player can approach from more than one direction, so wandering does not desynchronize the arc.

What engineering receives

Mission structures documented beat by beat: the objective, the objects the player can examine, the line each one triggers, and the rule that no markers appear to point at them. Written so programming and level design could implement directly from the page rather than interpret it, which is what a ten-person remote team needed.

Technical design proof

Aligned open-world mission pacing with quest triggers, narrative conditions, level flow, and reliable story-state progression so players could explore without breaking the intended main arc. Level layouts were designed to drive navigation without an on-screen indicator, with a guidance layer that surfaced the next step only after repeated failure.

Temple traversal concept art with blue lines marking intended player paths and red markers at key points, annotated with a design note about layout-driven navigation.
Fig. 02: Level layout driving player navigation, with guidance surfaced progressively after failure
Design document section headed "Objective: Search Kobe's office," listing each examinable object in the room and the dialogue line it triggers.
Fig. 03: The same space specified beat by beat · Objectives, examinable objects, and the line each one triggers

← ALL WORK

The Tūn-Gāst of Oakshaw

Not releasedGodot · Lead RoleLead Game Designer
Impact snapshot

Led an 11-person design team while working in-engine to build the reusable level structures, object placement examples, workflow standards, and implementation templates the team designed inside.

The Tūn-Gāst of Oakshaw, a top-down pixel art horror game built in Godot.
Fig. 01: The Tūn-Gāst of Oakshaw  ·  top-down pixel art horror, Godot, unreleased
What the team designed inside

Eleven designers building levels and content against a shared set of structures rather than eleven interpretations of a brief. Each had real ownership of their work, with the layout logic, placement conventions, and workflow already established so the decisions they made were design decisions rather than guesses about what was expected.

What the system checks

Layout logic, object placement conventions, and the workflow standards a level had to satisfy before it was considered done. Prototypes were shared through GitHub so work stayed visible, and review happened in live design sessions rather than as a bottleneck on one person.

What engineering receives

Playable spaces and implementation templates built in-engine, not a document describing them, along with the requirements I gave engineering for the greyboxing tooling the team needed. High-level direction turned into a format the team could open, work inside, and extend within the project's standards.

Technical design proof

Worked in-engine to prepare level structures for other designers: playable spaces, layout logic, object placement, and workflow examples that carried high-level direction into something the team could build against directly. The scaffolding was the deliverable.

A greyboxed overworld in Godot alongside written notes and playtest questions for the design team.
Fig. 02: Greyboxed world built for other designers to fill, with the notes and playtest questions issued alongside it

← ALL WORK

OFTEN GO AWRY

Writing sampleMission-opening cutsceneExplicit language

This scene plays at the start of a mission in a Mafia or Payday-style open-world crime sim. The player controls Rafael, the crew is inside, and the job is going fine until it isn't. What breaks it is not the thing the player was warned about, but the thing the room was built around: no visual sensors, because of the cat that sets them off every night.

It went through three iterations on feedback from professional narrative designers. It ends with one crew member dead and the player-character separated from the man who killed him, which is the state the following mission inherits. A cutscene is a handoff, not a short film.

RAFAEL lifts his gaze slowly as he looks for the source of the sound. He glances over at COLTON. His gun is drawn, and he is jerking from one possible location to the next.
RAFAEL
Put that away.
JEFF
Thank God.
RAFAEL
Use your knife if you must.
Excerpt  ·  full sample runs approximately five pages