Approach
Pitch, Plan, Play.
Systems design
Major systems and simple concepts
I’ve learned how to build, iterate and deliver on various game systems over the last 5 years, learning the ins and outs of gameplay as well as the player. Here’s my basic method:
Find the fun
What will the player do most, and do they love it?
Why does this need to exist?
New games launch every day. Ours has to do something others don’t.
Answer in the build
Theory only goes so far. Build it, test it, improve it.
Collaboration
Who’s at the table
Every project is a team game. Here’s who I’ve worked with.
IP holders & clients
Turning someone else’s world into something you can play, with its spirit intact.
Publishers
Pitches, milestones and straight answers, as a second line of contact for 2+ years.
Artists
Very experienced with artists, from early concepts to final assets.
Developers
I’m most at home in the scrum, with the team and tasks at hand.
Producers & teams
Scope, timeline and budget in step, so everyone knows the next move.
Players & testers
Test sessions on every project: real hands on real builds.
Toolkit
Tools of the trade
Design & development
- Figma
- Unity
- Unreal Engine
- Adobe Illustrator
- Maya
Logistics & production
- Jira
- ClickUp
- Nuclino
- Canva
Methods
- Paper prototyping
- Greyboxing
- Wireframes & user flows
- A/B testing
- Pitch decks
Let’s talk
Open to design, production and hybrid roles, or just a chat about something new.