Start from player decisions
I define the choices players should care about, then build rules, feedback, and pacing around them.
SYSTEMS DESIGN PORTFOLIO
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
These principles and focus areas show how I turn design intent into readable, testable, and playable systems.
I define the choices players should care about, then build rules, feedback, and pacing around them.
I rely on playable prototypes to reveal readability, pacing issues, and tuning problems early.
My technical background helps me prototype directly and iterate with production realities in mind.
Readable but expressive decisions built from risk, timing, and feedback.
Currencies, pressure, and tradeoffs that keep choices interesting.
Systems learned through structure, level flow, and environmental communication.
Unity and Godot workflows that move quickly from idea to validation.
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.
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.
Open Case StudyI 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.
Open Case StudyI 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.
Open Case StudyI 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.
Open Case StudyI 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.
Open Case Study