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Attila Puzder

Game Designer

Hi, I’m Attila Puzder

I’m a game designer based in the Copenhagen-Malmö area with a background in filmmaking and 3D visualization. I’m currently enrolled in a Master’s Programme in Game Design at IT University of Copenhagen.

My design process is driven by curiosity and a desire to innovate, combining unconventional ideas with established genre traditions. I enjoy the iterative nature of game development. There’s something magical about starting with a rough concept and moving closer to a clear vision, often through unexpected solutions.

I'm also a huge fan of sophisticated puzzles, both solving them and designing them. Many times, game development itself feels like a huge, ever-changing puzzle to me.

Explore my projects

Group Projects

Xibalba  |  2024-2025

DESIGN LEAD   |   3D ARTIST   |   LEVEL DESIGNER
Exploration horror

I was lead designer on Xibalba, a project that won Best Student Game at Spilprisen 2025.

Xibalba is a first-person horror exploration game set in the Mayan underworld. The gameplay revolves around navigating the mazes of the underworld while solving puzzles and facing enemies.

Play gameSee Design Breakdown

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BIND  |  2025-2026

GAME DIRECTOR   |   DESIGN LEAD   |   WRITER
Atmospheric puzzle adventure

BIND is a slow-paced, atmospheric puzzle game where players follow the thread of their life through a liminal realm between death and rebirth. The gameplay focuses on solving puzzles that affect the environment, all built around the thread as the core element.

Play game

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The Colony Stands for All  |  2025

GAME DIRECTOR   |   WRITER   |   DESIGN LEAD
Narrative investigation

The Colony Stands for All is a dialogue-based investigative narrative game set in a royal palace of an anthropomorphic ant colony.

The game was developed as a 3 week vertical slice project and it was my most ambitious attempt to date at writing, designing and directing a branching narrative.

Play gameSee Design Breakdown

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Solo Projects

NukerZ  |  2025

GAME DESIGNER | PROGRAMMER
Critical game

NukerZ is a piece of playable media, an interactive statement to inspire critical thinking regarding the increasing military spending habits of leaders across the globe. The game is not designed to entertain in the traditional sense, its satirical tone is meant to provoke reflection and a bit of discomfort in the player. That’s also why it doesn’t have a win condition.

The gameplay of NukerZ combines a physics-based system with the rules of Jenga.

Play game

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Colotron  |  2024-2025

GAME & LEVEL DESIGNER | PROGRAMMER
2D Platformer

Colotron is a personal project I started for a programming course at ITU where I experimented with developing and designing 3 levels for a 2D platformer.

The main mechanic of the game is the player’s ability to change the avatar’s colour, allowing them to interact only with platforms and objects of the same colour.

Play gameSee Design Breakdown

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Stormcross  |  2024

WRITER  |  NARRATIVE DESIGNER
Interactive fiction

Stormcross is an interactive fiction prototype set aboard a spaceship in the distant future. The player takes on the role of a teenage boy expected to save humanity through a prophetic dream, but he is unable to fall asleep.

The project was made with Twine, and my goal was to develop a branching narrative with meaningful player choices and optional side-quests tracked with hidden variables.

The project was created as part of Charlene Putney’s workshop at ITU, focusing on branching narrative design.

Play game

Example of merging the branched out side-stories into a bottleneck.

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Soko-Portal  |  2024

GAME DESIGNER | PROGRAMMER
Sokoban puzzle

Soko-Portal is a Portal demake that combines Sokoban mechanics with teleportation between preset locations.

I developed it as a puzzle design exercise in PuzzleScript.

Play game

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Game Jam Projects

The Inferno Complex  |  2025

GAME & LEVEL DESIGNER | NARRATIVE DESIGNER | 3D ARTIST
Top-down shooter

The Inferno Complex is a top-down shooter created for GMTK Game Jam 2025. The theme was loop, and the game represents it both mechanically and narratively.

My role as the designer was to turn the core idea into a cohesive level structure, progression system, and narrative framework, all while staying within the limits of the scope.

Play gameSee Design Breakdown

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Bobo the Nightslayer  |  2025

GAME DESIGNER  |  3D ARTIST
Tower Defense

Bobo the Nightslayer is a real-time tower defense game made during Nordic Game Jam 2025 for the theme sleep, where I mainly participated as the game designer. The game is set in a child’s bedroom, and players control a bunny plushie.

Instead of using the cursor to select turrets from a UI, players actively move the character around the room to collect coins and place toy turrets.

Play gameSee Design Breakdown

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Glowblin  |  2025

GAME DIRECTOR  |  GAME DESIGNER
3D Platformer

Glowblin is a 3D puzzle platformer developed during a 5-day game jam. It was our first project with Glowetic Games used as an introduction and team practice.

The main mechanics of the game are vines that grow either towards or away from the player’s main tool, the explosive light potion.

Play game

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3D VISUAL DESIGNS

I’ve worked on several 3D projects in the past. Below is a brief selection of renders I made over the years.

View Artstation