Soul Ripper
In Soul Ripper, players step into the boots of a lone warrior who can detach their soul from their body. This ability lets them pass through walls, possess enemies, and solve world-warping puzzles. Think Zelda meets astral projection.
Ottawa, Ontario, Canada
2006
E-commerce
$1.578 billion (2019)
5,000+
Challenge
Create a seamless “soul state” mechanic that supports multiple gameplay styles — stealth, puzzle, and combat — and use it to anchor level and enemy design while maintaining clarity
Impact
Received strong peer feedback for creativity + immersion
Players found the split-state gameplay “clever and intuitive”
Taught our team environmental storytelling through level flow
My Role
I worked as game designer and world builder, defining the soul mechanic’s interactions, enemy types, and puzzle flow. I also mapped out overworld traversal and dungeon pacing, ensuring new areas taught or tested each soul ability.
“ Soul Ripper was about designing duality — and making the in-between space feel just as alive ”
Conclusion
This project became one of my most creatively satisfying. It was rich, experimental, and a reminder that some of the most compelling mechanics come from asking, “What if the player could break their limits... on purpose?”



