Lead a team of 11

Shift Change had me leading a team of 11 artists and developers through the 10 week timeline this game had. As lead I was in charge of delegating tasks, setting deadlines while also designing the game in its entirety. Through this process I learned how to properly set deadlines for artists, a field I don't have expertise on, through an updating asset sheet and 2 week sprints. I also learned how to lead weekly team meetings that are productive while also keeping the team engaged and having fun!

Design a 4 Subgame Systems

Design a 4 Subgame Systems

Shift Change is a game where all 4 players simultaneously play different games that collaborate through the passing of information and items. In my original conception of this game, I designed these 4 games to all have fundamentally different game feels.


I learned how to properly balance by abstracting the process. I gave all 4 games a focused task and some side tasks. The focused tasks helped progress the entire team, making every subgame integral. The side tasks acted as obstacles and/or other important tasks that players had to do in order to ensure success int their own subgame.


Communication is where the chaos comes in. Players must talks over eachother as they communicate important information to teammates as well as reorient themselves when everyones tasks inevitably get shuffled around!

Shift Change is a game where all 4 players simultaneously play different games that collaborate through the passing of information and items. In my original conception of this game, I designed these 4 games to all have fundamentally different game feels.


I learned how to properly balance by abstracting the process. I gave all 4 games a focused task and some side tasks. The focused tasks helped progress the entire team, making every subgame integral. The side tasks acted as obstacles and/or other important tasks that players had to do in order to ensure success int their own subgame.


Communication is where the chaos comes in. Players must talks over eachother as they communicate important information to teammates as well as reorient themselves when everyones tasks inevitably get shuffled around!

Design 12 Crafting Recipes

The core game consists of creating items and delivering them to the proper house. In order to get an 'Overcooked-like' feel, recipes had to be equally challenging as well as using a variety of machines to keep the player moving around the factory quickly!


I learned how to mind-map a recipe system, check game balance through play-testing, and find fun permutations that stem from 4 core ingredients.


I also designed a maze-like map for the delivery subgame to keep players thinking on their feet as they drive around

Develop a Game Manager System

Develop a Game Manager System

While I had my 4 developers work on one subgame each, I developed the game manager that handled passing of items between games as the core "Shift Change!" mechanic that would swap games and input controls between players!


I also designed and helped develop core systems like the Filing subgames dragging mechanic, the Filing subgames game manager, and how orders would be created and displayed

While I had my 4 developers work on one subgame each, I developed the game manager that handled passing of items between games as the core "Shift Change!" mechanic that would swap games and input controls between players!


I also designed and helped develop core systems like the Filing subgames dragging mechanic, the Filing subgames game manager, and how orders would be created and displayed

File dragging prototype

Gameplay Video!

Gameplay Video!

Daniel Salameh

Game Developer and Designer. Computer Scientist

2026 Daniel Salameh

Daniel Salameh

Game Developer and Designer. Computer Scientist

2026 Daniel Salameh

Daniel Salameh

Game Developer and Designer. Computer Scientist

2026 Daniel Salameh