Game Design
I lead with level and technical design: shaping spaces, mechanics and the logic that makes them playable. I build and tune in engine, then apply the same systems thinking to combat, AI, progression and products.
Level & Technical Design
Spatial flow, readable encounters and working gameplay frameworks - designed through iteration and built close to the game.
Zero Protocol: Outskirts
A prologue stage that teaches the core game through space and encounter design, introduces a companion without creating an escort quest, and closes on a boss.
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Enemy Combat AI
Faction-aware targeting, shared state-machine families and a global attack budget keep group combat distinct, controlled and readable.
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One-Button Combo System
Two input-buffer modes and timing-based branches create tactical melee depth without competing for more of the controller.
Read case study →Adaptive Wallrun System
A Sands of Time-inspired arc that negotiates ceilings, wall tops, seams and curved geometry while exposing the whole feel through designer-facing controls.
Read case study →Game Systems
Interlocking mechanics, economies, encounters and progression loops developed through complete, playable projects.

Crystal Drive Z
An arcade roguelite where collisions, enemy pressure, boss encounters and a persistent hangar turn each death into one more run.
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Crystal Drive
A three-week time box to learn Godot by shipping a complete arcade score attack, including progression, records and an online leaderboard.
Read case study →Product Systems
The same systems discipline applied beyond games: turning real user needs, data and behaviour into coherent tools.
PowerUp Workout
A free-first workout planner and tracker built around honest logging, bodyweight-relative strength and progression that rewards showing up.
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Resonance Social
A multi-platform command centre that measures whether content connects and rewards the consistency required to build an audience over time.
Read case study →Need a level or technical designer?
From greybox and traversal to combat systems and AI, I can take a feature from intent through implementation and balance.