Games by Cole G. Brooks-Lyon
Cole G. Brooks-Lyon

Berlin Based Game Designer

I am working on mixing my Undergraduate Philosophy studies, Art and Video Games Design. I am interested in learning and mastering all aspects of content design so as to become an even more rounded game designer.

My parents are both artists. This, intertwined with our family's gaming enthusiasm, propelled me very directly into dreaming of becoming a games designer and exploring how I can express my own vision of fun in this medium.

➡ Feel free to get in touch. I would love to see you.
Cole G. Brooks-Lyon
Max the Wizard

Bullet-hell, doggy style

You play Max, a corgi wizard. Shoot magic balls at goblin pugs and cats, gain experience, and upgrade your magic abilities. The goal is to defeat all enemies and survive to the end.

Made in the 42 Berlin Game Jam, August 2026, in Godot. A prototype playable in the browser.

Controls: arrow keys or WASD to move, Space to dash and dodge red spells, Shift to parry green spells, P or Esc to pause, T to turn off auto-aim.

Team: inadequacy, Luzi1234, Unit_ZT, pkevinklein, 4xchuu.

Max the Wizard cover
The Cheese Ball

A narrative driven murder mystery

You are invited as a guest to a night of intrigue at Cheese Manor. Mingle with the other guests, explore the manor, and collect clues and talk to people to uncover its secrets before time runs out. A journal records your clues.

Made in Godot during Global Game Jam 2026 at SAE Institute, and polished in the days after. Playable in the browser, with a Windows download.

Controls: WASD to move and pan the journal, J for the journal, E and Q to zoom, F to interact.

Team: Harriet Davey, Sophie Solovyeva, inadequacy.

The Cheese Ball cover The Cheese Ball
Convoy of Hope

Dorfromantik styled casual puzzle game

This project was a clear deviation from the previous ones. We were assigned a concept that we were tasked to interpret and create. I worked with a very talented team that gave me space to work exclusively on design tasks. I did a lot of research into accessibility and created the guidelines for the message our game was to communicate, and worked on narrative design, system design, mechanic design and the balancing for our game.

I looked at similar board games, as well as Civilization, and saw what they did well before making paper prototypes to test out our core game play. Once we were satisfied with that, we started working on the additional systems we wanted to add to the challenge. I spent a bulk of my time between testing and giving feedback on our system concepts, then balancing the associated values and testing every element implemented, right up until submission.

My roles
  • Game Designer: paper prototyping, game and art references, numerical balancing, balancing sheet, design communication with programmers
  • Narrative Design: story concepting, artistic interpretation with artists
  • Accessibility: research, documentation, proposed game solutions
  • Environmentalism: climate change research and relevant communication
Convoy of Hope screenshot Convoy of Hope screenshot Convoy of Hope screenshot
Frontier Breach

American Cowboy strategy game against the unknown

For this project we had a greater emphasis on systems design. We made a strategy game with zero input randomness, with the goal of a game that could be experienced like chess. I learned a lot about designing games and engine usage in this project. Having such an intensive relationship with Unreal Engine taught me a new level of respect for programming and rekindled my desire to learn more about prototyping and engine usage.

Frontier Breach screenshot Frontier Breach screenshot
Findr

Dating sim meets hidden objects, with surreal undertones

With Findr I took a lot of initiative and had already decided on a premise before I started finding people to work with. Luckily the talent found me, and we quickly decided on a story we wanted to pursue and found the tools required to start working on our project: Unity and Fungus.

We wove surreal elements into the game and story, but found that this art style isn't the easiest to execute, so we needed to take time to really learn about it. Despite the circumstantial difficulties our group managed to finish the project within the ten weeks we had, and we are all quite proud of what it has become.

In pre-production we brainstormed our concept and story, aiming to create something unique in a saturated genre. Our main references were Monster Prom and Ace Attorney. We created player personas and conceptualized how we would engage each of them. At the start we overscoped, believing we would make several storylines and characters. After working for a while we realized one character would be enough for the time we had, with several hidden branches and goodies for dedicated players.

My roles
  • Lead Designer: wrote and maintained the Game Design Document, determined priorities, led the group in making player personas, managed team expectations
  • Level Design: structured and populated levels, determined the relationships between them
  • Vision Keeper: communicated and reevaluated the vision, assessed which tasks had to be finished, evaluated finished assets
  • Engine Programmer: learned Fungus and Unity, implemented levels, backend systems, story and features, fixed bugs
Findr screenshot Findr screenshot
Ascent of the Dragon

A feudal Japanese run and jump experience

By working with a clear reference I had an easy time creating our initial prototypes with our programmer and testing how our game play loop would work. I sketched simple concepts for further mechanics, then worked them into the level concept made by a fellow designer. After feedback, updates and polish, I used the tool made by our programmer to implement each walkable tile in 2.5D space.

Level designer
  • Made the blockout for our level
  • Built a level matching the team's goals
  • Balanced the numerical aspects of mechanics
  • Created interesting choices within the level
Mechanics designer
  • Jump, double jump, coyote time
  • Bubble trap attack, an ability that captures enemies
  • Level pickups and keys, and their tie-in with level design
Findings
  • Learned effective communication: standups, meetings, documentation
  • Learned blockout skills in Godot
  • Practised game engine skills
  • Used Tilemaps for blocking out and building the finished level
Ascent of the Dragon screenshot Ascent of the Dragon screenshot Ascent of the Dragon final blockout
Recreational

More work, in these instances, to unwind

Siniath Ambar: West Marches Roleplaying Group

➡ Root for the Ginger, from Global Game Jam 2023
Chess
I am no longer 5 years old, but I still love chess!