
Lukas Hendrawan
Game Designer / Level Designer
# About Me
Game and Level Designer from Jakarta with 2+ years of commercial experience on Kidbash: Super Legend, a 2D action-platformer roguelike published by Acclaim and winner of the Gameplay Mastery Award at The Indie Premier 2026. On Kidbash, I designed around 80% of the game's stages and balanced its enemies, difficulty curves, and coin rewards directly in Unity. Outside of work, I've made award-winning games in Unreal Engine 5, including 1st place at Garena Game Jam 2023 and Best Game Design at Indie Game Ignite 2024, and showcased them at international festivals like BIC Festival in Busan and Level Up KL.
# Contacts
Phone: +62 897 9850 500
# Commercial Projects

Kidbash: Super Legend
🏆 Gameplay Mastery Award - The Indie Premier 2026 🏆
Game Design - Level Design - Balancing
Release: TBAStudio: Fat Raccoon GamesPublisher: AcclaimPlatforms: PC (Steam)Team size: 15–20 MembersProject length: May 2024 – Oct 2026Engine and tools: Unity, Notion, Git, Google Sheets
Level Design: Designed around 80% of the game's stages, including combat and platforming layouts, enemy placement, and arena flow.
Encounter & Combat Design: Designed multi-tier enemy encounters with clear, telegraphed attacks and a difficulty curve across each stage.
Enemy Design: Balanced enemy archetypes (rushers, ranged attackers, heavy disruptors) so players have to change tactics in every fight.
Pacing & Progression: Planned enemy waves and intensity spikes to control the pacing and keep players progressing through each stage.
Reward Economy: Balanced coin drops from enemies in Google Sheets to keep a good risk vs reward feeling.
Unity Implementation: Built levels directly in Unity using prefabs, tilemaps, and collision layers, and fixed physics, collider, and sprite sorting bugs.
Playtesting & Iteration: Ran internal playtests and adjusted enemy placement, balance, and rewards based on how players actually played.
Teamwork: Worked with programmers and artists in a team of 15–20, using Git and Git LFS to keep scenes and assets in sync.
# Projects History

MANPAC
🏆 1st - Garena Game Jam 🏆
Game Design - Level Design - Audio Design - Project Manager
Release: 10th December 2023Studio: Suseh Studios (self-employed owner)Platforms: WindowsTeam size: 4 MembersProject length: 3 DaysEngine and tools: Unreal Engine 5, FL studio
Core Mechanic: Designed a reverse Pac-Man where the player collects points while being hunted by Pac-Man.
Level Design: Designed the maze, chokepoints, and doors, with an escape rule that requires closing every door first.
Audio & UI: Made all music and sound effects in FL Studio for a tense, chasing atmosphere.
Production: Led a team of 4 to win 1st place, then showcased it at IGDX 2024 in Bali.

LowBat
📃 Participant BGDJam 📃
Game Design - Level Design - Audio Design - Project Manager
Release: 8th January 2024Studio: Suseh Studios (self-employed owner)Platforms: WindowsTeam size: 4 MembersProject length: 3 DaysEngine and tools: Unreal engine 5, FL Studio
Core Mechanic: Designed axis-based puzzles where moving a sender pushes receivers along their own X, Y, or Z axis.
Level Design: Designed puzzle and trap rooms where players switch camera views to read each axis before the battery dies.
Audio & UI: Made all music and sound effects in FL Studio for a robot racing its low battery.
Production: Managed a team of 4 to finish in 3 days, and tested every puzzle for bugs.

Keycaps
🏆Best Game Design - IGI Compfest 16🏆
Game Design - Level Design - Audio Design - Project Manager
Release: 29th October 2023Studio: Suseh Studios (self-employed owner)Platforms: WindowsTeam size: 4 MembersProject length: 3 DaysEngine and tools: Unreal Engine 5, Google Sheets, FL studio, Notion
Core Mechanic: Designed a puzzle platformer where players solve levels with copy, cut, and paste in limited actions.
Level Design: Designed every level with a gradual difficulty curve that rewards planning before moving.
Audio & UI: Made all sound assets in FL Studio and tuned the audio feedback for each action.
Production: Managed the team schedule, won Best Game Design at IGI, then showcased the game at BIC Festival and Level Up KL.

Blocks & Bears
📃 Participant Gemastik Competition 📃
Game Design - UI/UX - Audio Design - Project Manager
Release: 12th July 2023Studio: Suseh Studios (self-employed owner)Platforms: WindowsTeam size: 3 MembersProject length: 1 MonthEngine and tools: Unreal engine 5, Adobe Photoshop, Google Sheets, FL Studio, Notion
Core Mechanic: Designed an educational lane-defense game with shape sorting for children with autism.
Level Design: Designed gentle stages that practice shape recognition, color matching, and motor coordination.
Audio & UI: Designed calm, simple UI/UX and made all sensory-friendly sound assets.
Production: Managed a team of 3 over one month for the GEMASTIK competition.
Blood Forge
🏆 1st Place IGI Compfest Competition 🏆
Game Design - UI/UX - Audio Design - Project Manager
Release: 24th July 2023Studio: Suseh Studios (self-employed owner)Platforms: WindowsTeam size: 3 MembersProject length: 3 DaysEngine and tools: Unreal Engine 5, Adobe Photoshop, Google Sheets, FL studio, Notion
Core Mechanic: Designed a "Life is Currency" system where players spend their own HP to buy upgrades.
Systems Design: Designed four upgrade paths, player and goblin stats, and goblin spawn chances per round.
Audio & UI: Designed the UI for HP spending and made all music and sound effects.
Production: Managed a team of 3 to win 1st place in 3 days, and wrote the design document.

Elemental Encounters
🏆 2nd Place Game Today Competition 🏆
Game Design - Level Design - UI/UX - Audio Design
Release: 11th September 2023Studio: Suseh Studios (self-employed owner)Platforms: WindowsTeam size: 3 MembersProject length: 7 DaysEngine and tools: Unreal engine 5, Adobe Photoshop, Google Sheets, FL Studio, Notion
Core Mechanic: Designed a turn-based strategy game mixing chess movement with rock-paper-scissors elements.
Level Design: Designed three grid levels, placing the player start, elemental pickups, and enemies.
Audio & UI: Made all sound assets and helped design the UI/UX for clear turn-based combat.
Production: Managed a team of 3 to win 2nd place in 7 days, and wrote the design document.
Lukas Hendrawan
Game Designer
Blood Forge
🏆 1st Place IGI Compfest Competition 🏆
Game Designer - UI/UX - Audio Design - Project Manager
# Summary
Release: 24th July 2023Studio: Suseh Studios (self-employed owner)Platforms: WindowsGenre: Action, 3D, Fighting, Endless, First PersonTeam size: 3 Members which include Ariq Ghifari as Game Artist, Arvin Sadeli as Game Programmer, and myself, Lukas Hendrawan as Game DesignerProject length: 3 DaysEngine and tools: Unreal Engine 5, Adobe Photoshop, FL Studio, Google Sheets
# About
Blood Forge is an endless dungeon crawl game where you battle waves of goblins. Survive and progress by strategically managing your health points (HP). Sacrifice HP to boost damage, invest in critical hits, enhance health, or increase attack speed while facing a horde of different goblins, starting with the weakest green goblin and progressing to the strongest red goblin.
# Responsibilities
Designing a game with a first person point a view, determining the game scope, choosing its genre, aligning it with a specific theme, developing an upgrade system with associated costs, specifying player and goblin characteristics, ensuring game balance, composing background music for menus and gameplay, crafting gameplay sound effects, overseeing project management to meet deadlines, creating a game design document, and designing the user interface and user experience.
# Core Loop

# Gameplay





# Stats



# Upgrade System




Blood Forge offers four distinct upgrade paths, each with unique benefits:
Increase Damage: Cost 40% of your current health point and will increase your damage output by x1.2 per upgrade. This upgrade enhances your ability to dispatch Goblins swiftly.
Increase Max Health: Cost 50% of your current health point and will gain a +10% health multiplier per upgrade. This upgrade bolsters your durability and survivability.
Increase Attack Speed: Cost 30% of your current health point and will boost your attack speed by 0.075% per upgrade. This upgrade enhances your agility and combat tempo.
Increase Critical Multiplier: Cost 20% of your current health point and will increase critical hit damage by x1.1 per upgrade. This upgrade empowers you with devastating critical strikes.
# Enemies Spawn Chances

Goblin Spawn Chances:Initial Spawn Chances (Round 1):Goblin A: 87%
Goblin B: 8%
Goblin C: 4%
Goblin D: 1%IFormulas for Goblin A (Cell B3):
Formula: =MAX(0, B2 - 2.8%)
Explanation: This formula ensures that Goblin A's chances never go below 0% and decrease by 2.8% each round.Formulas for Goblin B (Cell C3 & C47):
Formula: =IF(C2 >= 0.7, MAX(0, C2 - 2.8%), MAX(0, C2 + 1.4%), =MAX(0, C47 - 2.8%))
Explanation: This formula limits Goblin B's chances to a maximum of 71% and stops increasing after that, decreasing by 2.8% each round otherwise.Formulas for Goblin C (Cell D3 & D75):
Formula: =IF(D2 >= 0.7,MAX(0, D2 - 2.8%), MIN(0.7, MAX(0, D2 + 0.9%), =MAX(0,D75 - 2.8%)))
Explanation: Similar to Goblin B, this formula limits Goblin C's chances to a maximum of 71% and stops increasing after that, decreasing by 2.8% each round otherwise.Formulas for Goblin D (Cell E3):
Formula: =MAX(0, MIN(1, E2 + 0.5%))
Explanation: This formula ensures Goblin D's chances stay between 0% and 100%.
# BGM and SFX



# Links
Lukas Hendrawan
Game Designer
Elemental Encounters
🏆 2nd Place Game Today Competition 🏆
Game Designer - Level Designer - UI/UX - Audio Design - Project Manager
# Summary
Release: 11th September 2023Studio: Suseh Studios (self-employed owner)Platforms: WindowsGenre: Action, 3D, Turn Based, Strategy, ElementsTeam size: 3 Members which include Ariq Ghifari as Game Artist, Arvin Sadeli as Game Programmer, and myself, Lukas Hendrawan as Game DesignerProject length: 7 DaysEngine and tools: Unreal Engine 5, Adove Photoshop, FL Studio, Google Sheets
# About
Elemental Encounter is a turn-based strategy game with an elemental theme, published on the Windows platform. The game employs a top-down camera perspective, challenging players with the goal of defeating all elemental enemies. Drawing inspiration from chess and rock-paper-scissors, the game incorporates a strategic element where each element can counter another. For instance, water counters fire, fire counters wind, and so forth. Engage in a tactical battle of elements and emerge victorious in this captivating game.
# Responsibilities
designing a turn-based strategy game with an elementalist theme, featuring a top-down camera perspective. Blending "chess" and "rock-paper-scissors" concepts to create an innovative gaming experience. I am in charge of determining the game's scope, level designing, helping creating the user interface and user experience (UI/UX), designing all sound assets, creating game design document, making sure the team complete the project due schedule, and conducting thorough bug testing for the game.
# Core Loop

# Gameplay








# Level Design







Elemental Encounters features three distinct levels: Kingdom, Forest, and Lava Caverns. The level design involves a precise grid layout of 1 by 1, both on the X and Y axes. Utilizing the Grid Manager, I determine the player's starting point in each stage, placing elemental pickups, and positioning enemies. The enemies are thoughtfully assigned 6 elemental attributes, with careful consideration given to their X and Y coordinates. This detailed level design ensures a strategic and challenging experience as players navigate through the Kingdom, Forest, and Lava Caverns.
# Stats








# SFX and BGM





# Links
Lukas Hendrawan
Game Designer
Keycaps
🏆Best Game Design - IGI Compfest 16🏆
Game Designer - Level Designer - Audio Design - Project Manager
# Summary
Release: 29th October 2023Studio: Suseh Studios (self-employed owner)Platforms: WindowsGenre: Puzzle Platformer, 3DTeam size: 4 Members which include Ariq Ghifari as Game Artist, Arvin Sadeli as Game Programmer,Lukas Hendrawan as Game Designer, and Labitta Arella as 2D ArtistProject length: 7 DaysEngine and tools: Unreal Engine 5, Figma, FL Studio, Google Sheets
# About
Keycaps is a unique gaming experience where every input counts, with only a limited number of actions allowed per level. Navigate your way using A, D, and Space for movement, while mastering the art of strategy with Ctrl+C, Ctrl+X, and Ctrl+V for copy, cut, and paste. Challenge your wits, plan your moves wisely, and craft your path to success in a game that rewards thoughtful precision and strategic creativity. It's not just about playing; it's about thinking before you move and copying your way to victory
# Responsibilities
designing innovative gameplay that incorporates keyboard inputs, such as cut, copy, and paste, into a game. This entails determining the game's theme, genre, and project scope. I am also responsible for designing all game levels, designing sound assets, ensuring all team members adhere to the project schedule, and conducting quality assurance to eliminate any bugs in the game.
# Core Loop

# Gameplay







# Level Design



















