Fio Leukert


Former Junior Game Designer at Kluge Interactive
Former Programmer at Bippinbits (Dome Keeper)
Professional and hobbyist Godot user, game designer, and programmer
Achieved B.Sc. in media informatics in 2023


beatblocks

Junior game designer position. Working as game designer on Roblox games. Focused on retentive and brand-appropriate game design.Part of the project since: July 2024
Core team size: 4
Engine: Roblox Studio
Keywords: Documentation, Live Service Game Design


Dome Keeper

Commercially successful 2D tower defense / mining game, published by Raw Fury. Actively in post-launch development.Part of the project for: ~1 year
Core team size: 4 - 5
Engine: Godot 3
Keywords: Telemetry Analysis, Feature Programming


DIISIS dialog system

Writing award-winning visual novels and creating the dialog system too.Used for 15+ games
System in dev since Oct 2023
Godot 4
Keywords: Tooling, Narrative Design, Writing, Open Source Maintenance


Everyday Sororicide

3D hack n slash with singleplayer and local multiplayer game modes.Dev time: 2 months
Team: 2 core, 2 contributors
Engine: Godot 4
Keywords: Programming (Combat + Game Loop), Team Management, UI Design

EVERYDAY SORORICIDE TRAILER

Dome Keeper


Overview
- Bippinbits team size: 4 - 5 (10+ including freelancers)
- Worked on the project for 11 months full-time & 3 months during prior internship
- Developed in Godot 3
- Commercially successful

Description
Dome Keeper is a 2D mining / tower defense roguelike, in which players defend their Dome from waves of incoming monsters. Outside of combat, players venture into the mines below to retrieve resources.
It has over 9000 Steam reviews (90%+ positive), and is developed by Bippinbits and published by Raw Fury.

Responsibilities and Learnings
Telemetry Analysis
My first task at Bippinbits was the self-directed learning of KQL and subsequent evaluation of player telemetry that was collected via playfab and stored in a Microsoft Azure data base. I authored KQL queries and presented them within the integrated Azure Data Explorer dashboard to better visualize our findings.
Over the course of this task, the motivators behind creating these queries and interpreting their results came from both team members and myself.

Furthermore, I visualized aggregate and cross-referenced data points in Google Sheets. We used this to gain insights into the comparative performances of player-controlled Domes vs enemy combatants.These and other insights were regularly presented to the team and the community.

Next to this work in Azure Data Explorer, I also programmed various features, which found integration through other team members.

Programming: Hole Generation
So far the underground mine in Dome Keeper was solid rock. Using a custom algorithm, the map generation would now scatter underground holes.
Downstream requirements such as a refactoring of the revealing of empty space via flood fill were also included in this task.

Programming: Mouse Support
This update added mouse controls to a game that previously only had keyboard or gamepad controls. This required expanding the existing input functions, and adding new options to the options menu.

Players could now aim the projectiles of the Assessor Keeper in arbitrary directions, including a snapping feature when hovering around the cardinal directions.

Programming: New Monster Behaviors
Part of a new wave of game content, I worked on the first iterations / prototypes of new monsters, featuring new movement patterns, balance passes, and visual elements.

Core Takeaways
Throughout my time at Bippinbits, making myself familiar with work and architecture built up by others was one of my regular activities. All of my programming tasks revolved around expanding existing systems or working within their defined constraints.

Within the Team
Active participation in team discussions and showcases / evaluation of work during weeklies were activities to which I readily added my own viewpoints. Voicing and critiquing divergent opinions is a skill I refined during my time here.

Since Bippinbits is 100% remote, the few times the team is in the same room are rare but pleasant. Such was the case at Gamescom 2023, during which we managed our own booth throughout the duration of the convention.

oracle of thorns

Note: Pictures of game pieces are in German, translations will be provided


Overview
- Team size: 6 (2 game designers)
- Student project
- Dev time: 1 semester (~5 months)

Description
Oracle of Thorns is a physical tabletop game for 2 to 6 players who battle each other and game-controlled events in a race to the finish line.

Responsibilities and Learnings
Game Design
As the team lead for 5 other people, it was important to create a development environment for everyone to enjoy partaking in, so that we may create a pleasant gameplay experience for our players. As a PvPvE game, balancing the game-driven events and making each character class feel unique and powerful was an interesting challenge that we conquered successfully.
Mechanical Density
The structure of a single game for a single player is roguelike-esque, in that players establish a build across the entire playtime. Finding ways to encourage different strategies without mechanical parasitism or a stagnant optimal play pattern posed a difficult but controllable challange for our game design.

One such solution was the finding of the correct ratio of character-specific and universal cards. Establishing a baseline of possible player actions helps ease the game flow and also makes balancing character-specific cards easier.

Playtesting
Along with one other team member, we held responsibility for conducting playtests. We gained experience with protocolling and communicating changes, examining causes of gameplay problems, and adjusting game mechanics to address those issues effectively.
Iterative Rule Design
As a physical tabletop game, Oracle of Thorns has no code forcing player actions, so the written rules needed to be clear and unambiguous on their own, while fitting within the manual. Over numerous revisions, the manual evolved to a point where it can resolve virtually all corner cases and game states, while also being easy to understand. As such, the manual includes:
- A QnA section where edge cases were resolved / explained
- A breakdown of how multiple simultaneously played cards are resolved
- A shortened version of the color identities


examples of design

Character Colors
We identified 4 avenues for Players to excell at: PvP (red), PvE (yellow), resource manipulation (blue), and board movement (green). This led to the creation of six characters, each with a unique color combination, which are utilized for card effects.

Emergent Mechanics
Additionally, these domains may get fused for greater effect. So one color (e.g. green = movement) may use the mechanical space of another color (e.g. yellow = game events) to inform the strength of its effects.

Card Economy
Players draw from the same deck. At the start of a player's turn, they look at the top two cards and pick one of them, creating a dynamic of weighing between advancing their own game plan and resource denial.
(Pictured: Example dynamics in a three player game.)

DIISIS Dialog System

Since October 2023 I have been working on a bespoke dialog / visual novel system, named DIISIS, for plugin use in Godot 4. I have used this system in over 10 projects, with other developers from the Godot community also adapting it for their own projects.Below is a selection of games that. Please consider the legend at the bottom of the table.

▮ little to no character dialogue - ◉ player choice - ▼ violent content - ▽ sexual content

The system is currently actively in development, with tests being conducted through my own work and fellow Godot developers.DIISIS implements a boolean fact system inspired by Firewatch, allowing for dynamic and branching dialog.I presented my experiences and motivations while working on this dialog tool in a talk at GodotCon 2024.

further reading

making diisis

It started in 2023 with the simple idea of "I want to make my own dialogue system."
I haven't stopped since.

DIISIS is my longest-running pet project to date. As a plugin in Godot 4, it can access all that engine's powerful features, while also giving me the freedom to rapidly implement whatever I want.

repo maintenance

Wiki
As I templatized the visual novels (VNs) I was building with DIISIS, I put more effort into making that VN template easy to pick up to reduce production overhead during game jams. This led to creating a wiki on GitHub, where I eventually started writing and maintaining documentation for myself and others. This also helped keeping up with the increasing feature complexity of DIISIS.

Issues
Over time, I started finding more testers to use DIISIS. This has provided me with hands-on experience using the more managerial side of GitHub, such as issues.

coding by use case

Leveraging the fact that I initially built DIISIS only for myself, I did not hold myself to constraints of pre-planned features. I implemented and refactored the system as I went, adding and improving aspects as I hit a roadblock where the respective improvements were necessary.

Narrative Design

Writing deep and impacting stories has motivated me for years now. DIISIS is publicly available in the Godot Asset Library, where I want others to also profit from these workflows that I have forged for myself. Giving distinct voices and memorable designs to characters is a related skill that I honed throughout these projects.

LONER_DOG

Award-winning queer narratives
LONER_DOG was the top judge pick from over 200 enties into the Toxic Yuri VN Jam, winning the "Malignium" award for its tackling of malign systemic forces of oppression. It is a violent and intimate portrayal of contemporary queer life and meshes non-traditional prose and authentic character dialogue, both "in person" and over an in-game messenger.

Onyx Heart

Branching and Modular Stories
Onyx Heart is a highly variable game, with three distinct endings and a large number of interwoven story beats. The main challenge of this project was managing the creative and narrative consequences of these branching storylines, as well as the different permutations any given scene can play out. Through extensive iterations and rigorous testing, this was tackled successfully, and now any playthrough offers full continuity.

You can read more about my working processes and reflections on Onyx Heart's narrative design and project structure in this post mortem!

Embodied and disembodied voices

My writing has included character dialogue and prose without speaking roles. Both Growing Up and Curse you, Entropia make use of short blurb-like prose.

considerations

Both when writing dialogue and prose, I usually edit and iterate on any given line of text several times. Here I give attention to several factors, including:
- Semantics: Do the words communicate my exact intent?
- Time to read: Is the cadence of words and phrases relative to each other conductive to the feeling of the scene?
- Using the reader's brain: Which tacit knowledge can I tap into? Which details are better left to their imagination?
Fun Fact: Some of this also applies to when I write technical documentation!

Topics

My writing often tackles intimate and personal themes. As a marginalized queer person myself, I often write about the viscerality of the modern-day queer experience, and aim to have my peers find themselves in my writing.
Following these ethics, I also place great importance on the combating of stereotypes and empowerment of marginalized groups.

Living a varied life is instrumental to my writing process. Especially a very varied music taste, and participation in my own local music scene often inspire me.

everyday sororicide

"There's a mystery here made more tantalising by its refusal to be uncovered quickly." - Rock Paper Shotgun

EVERYDAY SORORICIDE TRAILER

Overview
- Team size: 2 core + 2 contributors
- Personal project for Yuri Jam 2025
- Game jam result: Unranked but consistently at the top of popular ordering
- Dev time: 2 months
- Engine: Godot 4

Description
Everyday Sororicide is a symmetrical, melee-only 3D hack n slash game with singleplayer and local multiplayer game modes.

Responsibilities and Learnings

Combat Programming
Everyday Sororicide's combat system is inspired by Devil May Cry 1 and Metal Gear Rising: Revengeance. It features an aggressive parry and lock-on system, the ability to stagger the enemy, several combos, and and adaptive soundtrack.
The combat system is entirely symmetrical, meaning that all singleplayer enemies and players have access to the same moveset. The only technical difference is if a player input handler is parented to the character.

Agent Programming
The enemies in the singleplayer mode fall into one of seven archetypes, all of which have unique differently-weighted decision and pacing behavior to simulate different playstyles. All agent parameters (e.g. reaction time, preference between parry & dodge, etc.) are exposed as custom Godot resources to allow for transparent design processes.

Team Management
While Everyday Sororicide started out as a collaboration between Blood Machine and me, it eventually fell on my to also manage two external composers that were onboarded for the OST. I had to manage their deadlines, and the communication of technical requirements to enable the integration into the adaptive music system.
Eventually this also included the decision to try and cut FMod as dependency in favor of Godot's native AudioStreamInteractive.

UI Design
Married with the 2000s-style tech limitations, the UI aims to emulate the rough and broad-bordered look and feel of the same era.

Dialog Writing
Each of the 7 archetypes exhibits their own personality and text style quirks in dialogue. For each possible matchup the game dynamically fetches the correct dialogue data for those archetypes, amounting to ~5000 words of character dialogue in total. Over the course of development, I refined the implicit worldbuilding and characterization within these archetypes and dialogues.

Swagbot Vs Entropy


Overview
- Team size: solo
- Personal project for MechJam II game jam
- Game jam result: Position 4 of 77 entries
- Dev time: 5 days
- Engine: Godot 3

Description
Swagbot Vs Entropy is a turn-based card battler roguelike. The goal is to stack sensible combinations of fruit into your mech to defeat increasingly lethal enemy encounters.

Responsibilities and Learnings

Game Design
As the sole developer, I conceptualized and implemented the core gameplay loop, while setting the scope to fit the very limited time window of 5 days.

UI Design and Player Feedback
Nonetheless, limited playtests were able to be conducted, which allowed me to refine the UX to a point where players could identify every sensible gamestate depending on the presentation of sensory output available to them.

Examples in the uncut gameplay footage:
- SFX for enemy actions (Compare 0:33, 2:38, 2:53, and 5:07)
- Pauses and floating values to visually process events (gif right)
- Adaptive button visibility based on if the player can currently take an action (gif below)

More Iterative Design
Other examples of iterative design include the "rounding" of armor's damage reduction from 35% to 50% to make it more intuitive (with according re-balancing in the rest of the game) and the decision that the amount of time most testers spent with the game (~15 min) was sufficient for the scope of a game jam.

You can read more about my working processes and reflections on SvE's game design in this post mortem!

beatblocks / kluge interactive


Overview
- Beatblocks team size: 4
- Worked on the project since Summer 2024
- Developed in Roblox Studio

Description
Beatblocks is an asymmetric PvP multiplayer game, where players play as a DJ or as the Dancers. The DJ sends out obstacles that move across the dance floor, while the dancers try to stay alive and gain enough points to end up with a higher score than the DJ.
The game served primarily as testing ground for exploring all the unique traits of Roblox as a platform, including monetization and retention systems.

Responsibilities and Learnings
All-round Game Design
As junior game designer at Kluge Interactive, I was tasked with all game design-related aspects of the game Beatblocks. I wrote out documentation using Nuclino, communicated with game design leads on the optimization of our retention strategy, and lastly always tested the implementation of all our features and systems.

Résumé


professional Experience

Kluge Interactive
July 2024 - December 2025
- 2P game designer for Meta
- Live Service Game Designer for Beatblocks
- Assisted in writing and refining pitch decks for large branded RFPs
- Prototyped game mechanics in Roblox Studio

Bippinbits (Dome Keeper)
Internship in 2022, Full-time in 2023/24
- Evaluated player telemetry with KQL
- Presented telemetry insights in structured dashboards
- Programmed various features involving procgen, input methods, and enemy behavior
using Godot 3

Video

Other Experience

Everyday Sororicide (dedicated page here)
- 2 month personal project
- Main programmer for Hack n Slash combat
- Godot 4

Video

DIISIS (dedicated page here)
- Dialogue plugin for Godot 4
- Ongoing development since October 2023
- Solo project
- Source on GitHub

Video

Godot community involvement
- Talk at GodotCon 2024
- Volunteer at GodotFest 2025 (Stage Management + Entry)

NOISE JAM
- Created the NOISE JAM series
- NOISE JAM 1 had 143 participants and 40 entries
- NOISE JAM 2 slated for Feb/Mar 2026

(Co-)Written several TTRPG documents
- A Remedy For Stale Adventures: Co-authored booklet about food and cooking in TTRPGs
- This Will Affect The Trout Population: Co-authored rules for a GM-less arena fighting TTRPG
- Dodecahedronic Desolation: Solo Journaling RPG using d4, d8, and d12 dice

TKKG and the 12.000 detectives
- 2 month professional project
- Live Escape Room Consultant for Mantikor
- Worked in a team of 7 game designers

Education

Sep 2019 - Jun 2023
B.Sc. at University of Applied Sciences Mittweida
- Part of the Game Design Dept of beta 2022
- Mentor for the Game Design Dept of beta 2023
- Student projects: Ampguard, Planets of Topology, Legally Distinct Block Game In Space!, Oracle of Thorns (physical game)
Aug 2012 - May 2019
A-levels at Semper Gymnasium Dresden

My Proficiencies

GAME DESIGN

Nonlinear Storytelling
Freeform lore exploration
Branching narratives
Encounter & Boss Design
Player-focused challenges
Combat rhythm & timing
Mechanical uniqueness in limited design spaces
Difficulty curve design

UX & UI Design
Working under constraints of physical games
Game state-adaptive UI
Thematically appropriate UI
Design Principles
Game essence-driven design
Empathetic game design
Documentation
Documents that communicate for themselves

GODOT

5 years of experience, including 1 year of professional experience at BippinbitsMain programmer on 2 month project Everyday Sororicide

Writing my own dialogue plugin since October 2023Successfully participated in 40+ game jams across disciplines of game design, programming, narrative design, and writing

WORK PROCESSES

Remote work
3 years professionally
Game scope
Reliably submitting to 40+ game jams
Expo experience
Exhibited and maintained booths at Gamescom 2023 and MAG-C 2024

SOFTWARE SKILLS

Documentation (Miro, Figma, Gitlab, Google Docs, Nuclino)
Nuclino at Kluge Interactive
Miro Board for Dome Keeper
Gitlab Wiki for Ampguard
Google Docs, Figma for personal projects
2D (Illustrator, Clip Studio Paint, GraphicsGale)
Vector graphics: Concept art, flow diagrams, playing card layouting
Raster graphics: Character art, Environment art, Photobashing

PROGRAMMING & ENGINE SKILLS

3D work
Level design in Meta Horizon Worlds
Level design in Roblox Studio
Scripting (GDScript, Python, JavaScript)
Usage of GDScript in Godot
Student project with Python and JS
Programming (Java, C#, Node-RED)
Basic education in Java and C#
Student project with Node-RED
Query Languages (KQL, SQL)
Professional experience with KQL
University education with SQL

Contact


You can find me online on itch.io and LinkedIn.
Or shoot me an email at leukert.fio@gmail.com.

About me

My name is Fio (they/them) and most recently I have been part of Kluge Interactive, working as a junior game designer in Roblox and Meta Horizon. Prior to that, I worked at Bippinbits, the team behind Dome Keeper. In this professional environment I have sharpened many critical skills, such as self-structured working and KQL querying, in addition to my game developing activities outside of work, most of which you can find on itch.io. In 2023 I achieved my B.Sc. in media informatics at the University of Applied Sciences Mittweida.

In my free time, I have been working on a dialogue system since October 2023, which I have used to write primarily visual novels, winning my first award in a 200-participant jam in 2025. These visual novels often tackle intimate and personal subject matters. This allows them to connect well to other people, often marginalized and part of the LGBTQ community.Creating meaningful and artistic experiences for people through the medium of games, whether physical or digital, has always been my dedication. Or put shortly: I like making games. While working towards my B.Sc. degree, I was able to further those aspirations by formally learning to employ structured game design processes, team and project management, UX design, learning different scripting and programming languages, and many more facets of game development.My creative process is driven by pulling inspiration from all experiences in life, and a commitment to documenting those ideas as soon as they emerge, either on paper, or digitally.