Game design and systems, from 15 years across AAA and indie games.

I designed the gameplay behind three shipped titles, from AAA stealth to indie strategy. I built combat and character systems, procedural worlds, and player economies, prototyping in Unreal using visual scripting to test and showcase features early.

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Fire spreading across a cornfield on a Successor battle board
01 · SUCCESSOR

Procedural Architecture

A procedural system that let the team add new content without touching the underlying system code.

  • Layered world, region and battle-board generation
  • Quest encounter graphs with no hard-coded sequencing
  • Tag interactions: fire, oil, rain and water
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HITMAN security camera showroom scenario
02 · HITMAN

Stealth & Interaction Design

Stealth, disguise and world-interaction mechanics, prototyped in Glacier 2 showrooms.

  • Disguise rules explained on one page
  • Trap decision aid for level designers
  • Emergent tampering system overview
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HITMAN preparation shop prototype
03 · HITMAN

Economy & Progression

Live-service progression and a pre-mission economy, tested in a dedicated mission area.

  • Contract menu UX prototype
  • Preparation shop in node-based scripting
  • Game activity workshops
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Randomly generated Successor battle boards
04 · WARTILE · SUCCESSOR

Level Design

Hand-authored tactical battle boards in Wartile, and directed procedural biomes, towers and caves in Successor.

  • Boards built in Unreal from concept to playable
  • 6 biomes with 18+ combinations each
  • Tower and cave construction workflow
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