Game Design
Level and technical design is where I'm happiest: shaping spaces, mechanics and the logic that makes them work. I build and tune things in engine, then bring the same way of thinking to combat, AI, progression and products.
Level & Technical Design
Levels that flow, encounters players can read, and gameplay systems that actually work - built in engine and improved through play.
Zero Protocol: Outskirts
A prologue that teaches the game through the level itself, introduces a companion without turning him into an escort quest, and ends with the Molten Tyrant.
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The Molten Tyrant
An area-denial boss that covers the floor in lava and tests everything the player learned in the first mission.
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Enemy Combat AI
Enemies pick targets by faction, share reusable state machines, and take turns attacking so group fights stay messy without becoming unfair.
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One-Button Combo System
One attack button, two ways of reading input, and timed branches that add real melee choices without taking over the controller.
Read case study →Adaptive Wallrun System
A Sands of Time-style wallrun that keeps its arc around ceilings, wall tops, gaps and curves, with the whole feel adjustable in the Inspector.
Read case study →Game Systems
Mechanics, encounters and progression systems worked out by building complete, playable games.

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 design thinking, used on apps: start with a real problem and build a tool that makes sense.
REP//CADE
A free-first workout planner and tracker built around honest logging, bodyweight-relative strength and progression that rewards showing up.
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Resomight
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 and AI, I can take a feature from the first idea through building, testing and tuning it.