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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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

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

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

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