Design Philosophy
“I believe the best design balances player freedom of choice, clear intent, emotional impact and great narrative. Every system I create aims to challenge players while rewarding curiosity, mastery of core mechanics and meaningful choices.”
Systems & Combat Design: Designed melee combat, progression loops, puzzle mechanics, RPG frameworks across multiple genres (Soulslike, Cinematic Action, Narrative RPG, Multiplayer).
Level & Encounter Design: Built semi-linear levels, dungeon crawlers, and parkour spaces with balanced pacing, resource flow, difficulty scaling and fun gameplay.
Narrative & Player Experience: Integrated storytelling into gameplay through environmental design, cutscenes, choice-driven systems and visual story telling.
Documentation & Communication: Created clear one-page design docs, gameplay specs, flowcharts for cross-disciplinary teams.
Prototyping & Iteration: Rapidly grayboxed mechanics, levels & features which refined designs based on playtesting and feedback.
Cross-Disciplinary Collaboration: Strong communicator with artists, engineers, writers, ensuring consistent vision and implementation.
Scope & Feature Management: Skilled at prioritizing gameplay pillars and cutting or streamlining features without losing core identity.
Team Leadership : Coordinated design direction and milestones for 3–15 person teams, balancing creative ambition with production timelines.
Combat & Encounter Systems: Designed lock-on combat, stamina/resource-based mechanics, arena elimination systems, and multi-phase boss fights.
Progression & Reward Design: Built upgrade trees, XP economies, fame/rep systems and roguelite carryover progression for long-term engagement.
Onboarding & UX: Crafted tutorials, guided first experiences that balance accessibility with depth.
Dynamic Puzzle & Environmental Design: Integrated traversal, trap and ritual-based puzzles that evolve through replayability and player knowledge.
Playtesting & Balancing: Ran internal and external tests, gathering feedback to refine difficulty, pacing, system clarity along with gameplay feel.
Duration
18 Weeks
Team Size
7
Liminal Core is an exploration-driven psychological horror experience where design emphasizes atmosphere over combat. Players navigate surreal liminal environments, with tension created through space, sound & pacing rather than constant threats. A VHS filter toggle shifts the game’s tone between hyperreal and distorted analog horror, giving players agency in shaping their own immersion.
Duration
20 Weeks
Team Size
7
Alien Market Simulator is a hybrid management sim where design emphasizes player-driven systems and emergent interactions. Players rebuild and expand a space station by juggling storefront operations, resource management, and quirky alien customer behaviors. Core design pillars included active engagement (scanning items, cleaning, fueling ships, cooking), progression through upgrades, and dynamic challenges.
Duration
12 Weeks
Team Size
5
Little Dragon Wings is a mobile arcade aerial shooter designed for younger players, blending simple swipe-and-tap controls with a colorful progression system. Gameplay design centered on accessibility, replayability, and rewarding feedback loops with fast-paced aerial battles, collectible Skyfruit as healing/progression currency, and boss encounters with distinct patterns. The design aimed to balance pick-up-and-play fun.
Duration
1 Week (Game Jam)
Team Size
Solo
Gladius: Arena of the Forsaken is a fast-paced gladiator arena game designed for short, replayable sessions. The core design emphasized high player tension and crowd-driven dynamics: loot for survival, engage in brutal melee duels while building Fame through stylish kills to trigger crowd events that shift the flow of combat. With shrinking zones forcing intensity, each match became a risk-taking event and spectacle for the crowd.
Duration
08 Weeks
Team Size
Solo
Goblin Escape is a third-person platformer built around jetpack-powered traversal, fuel management, and reactive level design. The gameplay emphasizes resource-based platforming over traditional combat: players use their limited jetpack fuel to escape traps, scale fortresses, and outmaneuver enemies, while environmental hazards become tools for defeating goblins and saving the people trapped by them.
Duration
12 Weeks
Team Size
5
Turbo City is a fast-paced arcade driving and time-attack delivery simulator set in a sprawling low-poly metropolis. Designed around speed, risk-reward routing, and resource management, each level challenges players to balance traffic navigation, fuel usage, and vehicle health under intense time pressure. Systems such as customer ratings, progression-based upgrades with hidden narrative layers elevate the design.
Duration
08 Weeks
Team Size
5
Veil: Silent Reckoning is a third-person stealth action-thriller built around infiltration, adaptive AI, and modular level design. Players approach missions with freedom of choice whether ghosting through shadows, blending into crowds, or dismantling systems with gadgets and hacks. Core design pillars emphasize visibility and sound-based stealth, branching infiltration routes, and reactive enemy AI, creating a sandbox of tactical decision making. To reinforce immersion, each mission integrates cinematic set-pieces and narrative choices that ripple across the story.
Duration
04 Weeks (Active)
Team Size
5
Echoes of the 29th is a first-person roguelite horror set in a cursed hybrid of carnival, asylum, and freakshow museum. The game blends time progression, dynamic puzzles, and ghost hunting mechanics into a psychological horror experience. Key systems include sanity-based hallucinations, ritual combat, and evolving environments that respond to prior loops, pushing the genre beyond simple “survive and shoot” gameplay.
Duration
17 Weeks
Team Size
5
DarkHoles is a Mobile 2.5D Time Travelling Side Scroller where a player gets time manipulation powers that he must blend with his unique strength to save his family from the corruption of a new matter state known as the “DarkHole”. Players must use the time manipulation mechanics to fight enemies in the era of the pharoh while meeting allies that might assist them in combat.