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
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
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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 →

Game Design Portfolio -- Technical, Systems, Quests, Progression


What My Portfolio ShowsMy strength is being a key liaison between Design and Engineering. I thrive in: implementation, mission logic, quest systems, progression structures, player-facing rules, branching outcomes, documentation, and data structures that hold critical data from which the team can build.I am not only showing finished content in my portfolio. I am showing how I think through gameplay as a system: player actions, state changes, conditions to be checked, potentially bugs and errors, and how the team can implement it smoothly.

UNDER CONSTRUCTIONMy portfolio should be formatted properly shortly, but here are the individual links:


← 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.

Fig. 02: The Base — full branching structure across squad assignments, loyalty states, and survival outcomes
Fig. 02: The Base — full branching structure across squad assignments, loyalty states, and survival outcomes
Fig. 03: Randomizing loyalty variables in Unreal Engine 5, written against the Articy flow
Fig. 03: Randomizing loyalty variables in Unreal Engine 5, written against the Articy flow

Scars of Honor (In Development) -- Quest Designer / Systems Designer / Encounter Designer

Impact Snapshot: Designed and structured MMORPG quest/content systems across 18+ quests, 120 phases, 100+ NPCs, 23* quest items, and major spreadsheets tracking 500+ content entries and 700+ enemy types/variations.
Challenge: MMO Quest Scalability
Solution: I treated quests as systems, not one-off content. I built multi-step quests with clear states, branches, and conditions, and supported them with shared quest data that other departments could reference through our shared server setup. I worked closely with narrative, systems, and level design to make sure quests fit naturally with combat, exploration, and world progression.
Result: The quests were flexible, replayable, and easier to extend without rework. Shared data reduced back-and-forth between teams and made iteration faster, helping establish a cleaner, more maintainable quest pipeline for the project.
Technical Design Proof: Created MMORPG quest content around objectives, quest states, triggers, conditions, NPC and object references, branching outcomes, and shared data used for implementation, testing, and cross-discipline collaboration.


Ascend (Shipped) -- Narrative Director, Game Designer, Content Designer

Impact Snapshot: Helped ship a puzzle-adventure game with a distributed team of roughly 20 contributors, connecting narrative progression, puzzle logic, player guidance, and implementation-ready documentation from concept through release.
Challenge: Risk of Narrative-Gameplay Misalignment
Solution: I designed story beats, puzzles, and progression together instead of treating narrative as a separate layer. I worked closely with the Creative Director to prototype puzzles that supported the themes of the world, and I kept documentation focused and practical so other teams always knew what was needed and why.
Result: The final game delivered puzzles that supported immersion instead of interrupting it. Clear documentation and early alignment reduced iteration time and helped the team ship on schedule with a consistent narrative and gameplay experience.
Technical Design Proof: Designed puzzle and story content around player guidance, clues, interaction states, progression gates, and scripted logic so the puzzle advanced the story without confusing the player... as well as rewarding the player with a sense of accomplishment.


Pandora: Chains of Chaos (Shipped) -- Narrative Designer, Game Designer, Content Designer

Impact Snapshot: Helped ship an open-world action-adventure game with a small remote team of roughly 10 contributors, supporting mission structure, narrative triggers, quest flow, and Unreal implementation across design, programming, and level design.
Challenge: Open-World Narrative Pacing
Solution: I designed mission structures that allowed player freedom while protecting narrative pacing. By working closely with Programming and Level Design, I aligned narrative triggers, quest flow, and gameplay systems in Unreal Engine so story beats fired reliably and supported player flow.
Result: The game delivered a clear narrative arc within an open world. Story and gameplay supported each other, helping maintain player engagement and emotional continuity throughout the experience.
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.


The Tūn-Gāst of Oakshaw (Not Released) -- Lead Game Designer

Impact Snapshot: Led an 11-person design team while working in-engine to prepare reusable level structures, object placement examples, workflow standards, and implementation templates for other designers.
Challenge: Scale and Team Growth
Solution: As Lead Game Designer, I focused on setting clear design direction and feedback loops. I ran live design sessions, mentored designers through hands-on reviews, and shared prototypes through GitHub to keep work visible and collaborative. Design decisions focused on long-term engagement rather than short-term, episodic content.
Result: The team delivered cohesive systems while improving collaboration and individual skill growth. Designers gained confidence and ownership, and the project benefited from clearer workflows and more consistent, player-focused design decisions.
Technical Design Proof: Worked in-engine to prepare level structures for other designers, setting up playable spaces, layout logic, object placement, and workflow examples and templates that helped bring high-level direction into a format the team could use to then build within the project’s design standards.

Writing Sample -- Narrative Designer and Game Writer

This cutscene sample would play at the start of a mission in a Mafia/Payday-style open-world crime simulation game. The playable character is Rafael and the player has been briefed about the particulars of the mission, including the presence of glass-break sensors.This scene underwent three iterations based on feedback from professional narrative designers.