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Development Skill

Design

Systemic thinking at scale

At my core, I am a game designer. I will learn whatever it takes to bring an idea to life. My focus is on core gameplay and systemic design, especially where design, technology, and art collide. That is where the most interesting problems live and where I created some of my best work.

Range and Adaptability

I have designed across more than ten genres: horde-shooters, party games, XR experiences, puzzle platformers, RPG's, and more! This wide variety of genres creates fast adaptation, sharp problem framing, and a genuine fresh perspective on every new system. What carries across projects is not genre knowledge but the ability to ask the right questions early.

My favorite design space is the intersection of design, technology, and art. Prototyping, combat systems, 3Cs, game feel. These disciplines require an understanding of multiple languages at once, and I have spent years building that understanding across shipped work & student projects.

Group navigation system - Oh, Bugger!

Systemic Thinking

Every mechanic I design exists within a larger system. I think in feedback loops, player motivations, and emergent outcomes. The goal is not a system that works in isolation, but one that teaches itself as you play, communicating its rules through behavior rather than tutorials.

I write design documents that serve the team, not the archive. Specs, flowcharts, and iteration notes written so that programmers and artists can act on them immediately. Documentation is a design tool, not a formality.

Team Creativity

The best ideas rarely come from one person. I build environments where the best idea wins, not the loudest voice. When a process is slowing iteration or confusing direction, I say so and assist in building a solution. Good design is as much about creating the conditions for good ideas as it is about generating them yourself.

In practice

Across group projects at &ranj, BUAS, and Vertigo Games, I have taken ownership of cross-disciplinary alignment: keeping programmers, artists, and designers moving toward the same player experience goal.