Game systems designer focused on progression.
I turn messy gameplay ideas into readable, buildable systems, with shipped work across PC, browser and mobile.
Projects
In development · 2026
Idle RPG (mobile hack and slash)
Current project: character, combat, progression and item economy designed as one system, specified and verified module by module, built AI-assisted.
- Character and builds
- Combat
- Progression
- Item economy
- Deterministic simulation

PC demo · November 2020
Siege: Tower Rush
Flagship systems and progression case study: an anti-tower-defence game with in-run upgrades and a persistent talent tree.

GMTK Game Jam 2023 · Browser
Polygon Strife
Role-reversal jam game: in-run progression, escalation and balance tuning, carried on to a released build after the jam.

Graduation project · PC
Elementium: Secrets of the Arkain
Graduation project: sole programmer on a team-built turn-based roguelite, an implementation-heavy contribution.

Global Game Jam 2023 · Solo, 48 hours
Struggle of a Tree
Solo 48-hour jam game centered on scope discipline and a replayability-minded core concept.

University team project · PC
Project Samuro
Mechanic-driven platformer built around one clone-based traversal rule, designed and coded by me as sole programmer.
How I work
Player-facing rules first
Define the rules the player sees before anything else, then test them for clarity and pacing.
Progression on two timescales
Design for the next run and the next fifty hours: in-run choices that feed long-term goals.
Specified before it is built
Every system is written down with acceptance criteria, then verified against them once it exists.
Close to the implementation
Hands-on Unity and C# work keeps each design honest about what can actually be built.
Open to remote collaboration and part-time roles.
BSc in Digital Game Design, co-founder of EKSOT Games, and comfortable with async work across distributed teams.