The designer's eye
Systems thinking, character design and deep game analysis. This is where I do most of my thinking before any of it touches an engine.
Original characters with a unique look and abilities of their own, carefully balanced so competitive play stays fair for everyone.
Preview Presentation →A breakdown of crafting systems across different games — recipes, resource loops, progression gating and how item creation gives players control.
Preview Document →An analysis of inventory systems — UI patterns, weight systems and sorting logic — and how these small choices shape player behaviour.
Preview Document →The full design paperwork behind my original 2D endless runner — pillars, mechanics, reactive obstacle systems, art direction, tools and production timeline, written before a single line of code.
Preview Document →A behaviour-tree and tactical decision system for Ludo AI opponents. The AI rolls under identical dice rules as the player, sees only what a human player would see, and never gets bonus movement or future knowledge — every advantage comes purely from decision-making quality: weighing capture value, risk, safety and progress before choosing a move.
A full, slide-by-slide deconstruction of my favourite game — story, mechanics, level and world design, art, sound, enemy AI, technical aspects and marketing.
Preview Presentation →