SYSTEMS DESIGN PORTFOLIO

I design gameplay systems with clear choices, strong tension, and satisfying feedback.

I am a computer science graduate student with hands-on game development experience and a strong interest in systems design. Through gameplay prototypes and student projects, I explore how rules, feedback, progression, and implementation come together to create compelling player experiences.

ABOUT & FOCUS

How I Approach Systems Design

These principles and focus areas show how I turn design intent into readable, testable, and playable systems.

Start from player decisions

I define the choices players should care about, then build rules, feedback, and pacing around them.

Prototype early and test fast

I rely on playable prototypes to reveal readability, pacing issues, and tuning problems early.

Bridge design and implementation

My technical background helps me prototype directly and iterate with production realities in mind.

Combat Interactions

Readable but expressive decisions built from risk, timing, and feedback.

Resource Loops

Currencies, pressure, and tradeoffs that keep choices interesting.

Mechanic Teaching

Systems learned through structure, level flow, and environmental communication.

Rapid Iteration

Unity and Godot workflows that move quickly from idea to validation.

05 Game Design Projects
02 Engines Used Deeply
2026 Internship Target

Projects Built Around Systems Thinking

Since the coursework focused primarily on design, most visual assets come from free online resources and AI-generated images, so these projects should be read as whitebox-style demos.

The Lost Exorcist

Lead Developer / Systems Designer / Unity

CRPG + Roguelike Systems With Tarot, Dice, and Layered Combat Decisions

I lead the design of a top-down CRPG/roguelike centered on discovering demons hidden across towns. I designed major systems including overworld and underworld switching, tarot-based skills, dice-driven randomness, combat interaction logic, and early progression structure.

  • Combat Structure
  • Randomness Design
  • Progression Logic
Open Case Study
Anxiety of a Stutterer

Lead Developer / Systems Prototype / Godot

A Pressure-Driven Resource System About Speech, Stress, and Choice Tradeoffs

I designed an interconnected resource loop around speech progression, stress, confidence, breathing, and customer patience. The goal was to create tension through pacing, card effects, and probability, forcing meaningful short-term and long-term choices under pressure.

  • Resource Loop
  • Decision Density
  • Balancing
Open Case Study
The Weight of the Soul

Lead Developer / Mechanics + Guidance / Godot

Using Death as a Strategic Resource Through Movement and Level Guidance

I built a platforming prototype where dying increases soul weight and directly changes movement and jump height. The design challenge was not only the mechanic itself, but teaching players how respawn points and environment structure could turn a negative action into a strategic system.

  • Mechanic Teaching
  • Level Guidance
  • Iteration
Open Case Study
Dice

Solo Developer / Feedback Prototype / Unity

A Dice Manipulation Prototype Built Around Timing, Readability, and Sensory Payoff

I designed a short-form prototype where the player shakes a cup, enters bullet time, and manipulates dice outcomes for higher scores. The project focused on how sound, music, visual effects, and timing feedback can turn a simple action loop into something satisfying and legible.

  • Game Feel
  • Feedback Design
  • Short-Loop Pacing
Open Case Study
Dashboard

Solo Developer / Minimalist Mechanics / Godot

A Two-Board Puzzle System Focused on Urgency, Positioning, and Rule Clarity

I designed a minimalist puzzle prototype where the player switches between two boards to guide an automatically moving piece through enemies and hazards. The design explored how limited input and tightly coupled systems can still create pressure, utility, and meaningful spatial decisions.

  • Minimalist Systems
  • Board Switching
  • Decision Pressure
Open Case Study