How I approach design

I usually start with “that could be fun,” then think about what I want players to experience and how to test it. I explore a few possibilities, build something playable, and see how players respond.

Digging through feedback is one of my favorite parts of design. A suggested fix might not fit, but there’s often a little nugget of gold underneath: a frustration, expectation, or player need I’ve missed.

My programming and art background helps me prototype and work through constraints with a team. I try to stay curious, especially when a player does something I never saw coming.

Project experience

Popping It

Game Designer · Artist / Unity

I used this incremental clicker to explore player psychology and retention through a simple loop: pop bubbles, earn upgrades, and pop more bubbles. I designed progression to make those upgrades meaningful, refined the balance through playtests, and created all the art and UI.

Dogeball

Game Designer · Artist / Godot

I explored how dodgeball could stay readable and cohesive with 24+ players, then ran a 24-player LAN stress test. I developed MDA and design docs, modeled and rigged characters, and created shader and particle VFX.

Deathwish

Game Designer · Level Designer / Unreal Engine 5

I designed combat and movement, greyboxed and built UE5 levels, and refined encounters through playtests, collaborating with programmers and sound designers. Short levels made retries forgiving, but high scores demanded precision: six headshots refilled ammo and kept players moving. To help less accurate players clear the levels, we chose an optional big-head mode over aim assist. The help was visible, and players still had to line up their shots.

SAD Engine

Programmer / C++ · OpenGL

I built configuration and game-state file systems, SDL audio, and shooting raycasts with an 11-member team developing a custom C++ ECS engine. The engine ran a playable 3D FPS.

Apophis Protocol

Game Designer · Level Designer / Unity

I designed combat mechanics, greyboxed levels around fast movement, wrote design docs for a six-person team, and led the art team. We let competing ideas slow decisions, and the game fell short. It taught me to commit to a playable direction sooner and let testing challenge the idea.

Nivis

Game Designer · Programmer / Unity

I designed and scripted towers and enemies with distinct roles, and built a framework for adding content to this sci-fi tower defense game. I playtested each iteration and used player feedback to adjust balance and flow. I also helped overhaul the UI so gameplay information was easier to read and act on, helping players understand their options.