Contact me using the form below, or at Blubbee@asys.nl!
Thank you! I'll get back at you soon!
Hello there. I'm Ryan Abrahamse!
Known online as Lord Blubbee or as Vincey.
-Born 2003 (20 years old since 2023)
-Studying Game Design at HKU since 2022 (Currently 2nd year)
-Loves indie adventure games, deckbuilding card games, gacha RPGs, and real-time strategy.
-Loves atmospheric/immersive strategy/adventure games most. My favorite game is Homeworld (1999).
-Loves writing with a focus on characterization and simple, accessible adventure for everyone, combined with deep themes.
-Loves cinematic rock music with poetic, ambiguous lyrics. (Starset)
-Big fan of anime and any adventure/romance stories in Japanese media.
GAME DESIGN
Who am I as Game Designer?
Though I have dabbled in many skills, I specialize in Game Design. I've been writing my own playing cards since I was three years old, built my own custom Magic: The Gathering deck when I was seven, and programmed my first game, a shoot-em-up co-op scroller, when I was eight using Gamemaker Studio.
I specialize in the following fields of Game Design:
Narrative design. As a writer with more than five books' worth of fiction under my belt and an array of visual novel modding experience, I can proudly state that I know my way around incorporating story elements into gameplay very well. My favorite thing to do in story games is designing the way players can influence everything, and designing the way that their own choices will end up surprising them!
Gameplay balance analysis. I see games as systems, and as a lover of card games and strategy games, I am very much capable of dissecting games into their respective logical components, allowing me to thoroughly understand the fundamentals that make competitive games and interesting choices fun.
Prototyping and programming. Most of my time in learning how to create games was spent typing code. My coding style can be considered rough but efficient- perfect for quickly creating prototypes that instantly showcase the potential of an idea. In addition, my fascination with AI has given me a good understanding of player-AI interactions. I love programming AIs and imagining the ways they'll be incorporated into gameplay systems or level designs to entice the player!
WHY DO I CREATE?
There is only one answer to that question.
I believe that all experiences in the world are relative. What people hear more than anything else is their own set of thoughts, and the way they experience the world and others is riddled with biases, psychological nuances, and their own past and means of processing different events. The things people say and share have the ability to change others, to exist in the world, while untold thoughts forever wander only in the mind, to disappear unheard and undocumented if not brought into the physical reality.
Ever since I was a child, I've found a home in the fantastical worlds of my mind. Yet, whenever I attempted to document these adventures, they became muddled. No one will ever know the beautiful soundtrack playing in my head, because if I attempt to compose it, it changes, and my ability is not able to replicate its beauty. The stories and movies I see in my head can only be converted to a book or film after a year of work, and even then, it's unlikely many people will ever get to see it.
This is why I build games, because games are one of the best ways to create that which does not yet exist. They are direct, interactable, and memorable. I need a cure for my unending sehnsucht, and I find solace in the forging of worlds, in a never-ending cycle of being unable to find my own cure, but with the hope that I'll be able to transport someone else into the world they were always looking for, that they can find their heart and their home in such a world.
Each of the games and projects I work on personally follows a certain set of tenets:
The game must be atmospheric, dramatic, and removed from reality. My personal projects are rarely applied games, and each of my games takes itself seriously. Party games, light-hearted casual games, and any type of game in which an orchestral soundtrack would not fit is out of range of the games I wish to eventually gift to the world. This is where the core of my passion lies.
The game must be personal. Even if I one day join a company or start one of my own, I intend to hold onto the feeling of indie and its "personality" as much as I can, to always prioritize the uniqueness of a product over whatever the market currently desires.