Game Designer

Availability varies depending on project size and/or circumstances.


Who I Am

I am a game designer with a strong background in analytical thinking, project organization, and broad genre knowledge across PC, console, and mobile. I bring something most devs on a team don’t - someone who’s entire job is thinking about how a game should feel, not just how to build it. I am willing to show off certain parts of my GDD’s to show you how I work.

What I Offer

Design

Organization

Game Knowledge

I have played a wide range of games across genres - action, platformer, roguelikes, parkour, survival, RPG’s, etc. I can Identify what makes a core loop addictive, where progression systems break, what monetization feels fair vs unfair, and what separates a game that’s fun to watch from one that’s fun to play, which helps me identify what mechanics make a game stand out in a crowded space.

Current Project:/ RCST (code name)

I’m the lead designer for RCST, a multiplayer first-person momentum-based parkour game. The game design document is comprehensive and 18+ pages long, organized with headers and subheaders. Here’s a summary of what I’ve designed and documented:

Concept

A co-op parkour game where players race a dark creeping hazard through handmade levels as LTR (code name) robots. Health carries across levels; team wipe = restart chapter.

Systems

Specifically designed momentum based system with unique mechanics to make player have to learn something new and exciting along with FOV changes, coyote timing, and 4 distinct classes that each offer new and innovative playstyles.

Structure

Chapter based, each chapter containing ~3-5 levels that are handmade, along with co-op, time tracking, and competitive leaderboards.

Lore

Three-tier passive lore system: ambient design, NPC dialogue (with conflicting narratives) and hidden lore collectibles. This system makes it so while lore is available and easy to obtain, it isn’t shoved in the players’ faces.

Past Projects