Premium / PC
Gameplay systems, enemy behaviour, economies and level design. Two titles shipped and one prototype in development — the work where a design decision has to survive contact with a live build.
Shipped
02 titlesLevel and map design, progression and economy tuning, and the playtest loop that fed both.
A defense game teaches its rules through repetition, then has to break them without feeling unfair. The unique levels are where that break happens — each one bends a rule the player has just learned to rely on.
Released on Steam. The levels, progression and economy work I did are in the shipped build.
View on Steam →The widest brief I have held — the player’s route through the game, the places they travel to, and the economy underneath both.
A player arrives at a planetary map with eleven resources, districts, stations and a wallet, and has to understand what to do first. The journey had to make a systems-heavy game legible in its opening minutes.
Playable in the browser — Earth, Moon and Mars stations, districts and the resource loop.
Open the game →In development
01 prototypeThe other track is level design at scale.
Five shipped mobile titles, and hundreds of levels tuned against real player behaviour.