Dimmed skill tree UI screenshot showing game design systems interface
SKILL TREE — BRANCH 03
NODES MAPPED: 6 / 24 — DRAFT
SYSTEMS DESIGNAVAILABLE 2025

I design the systems
players never see.

Game economy. Progression loops. Permadeath logic. Documented from first sketch to final patch note.

Get the Full Case Studies

↳ 3 shipped titles · 40+ playtests documented · 2 economy rewrites under NDA

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SHIPPED3 Titles
GENRERoguelike / City Builder / RPG
PLAYTESTS40+ Sessions Documented
SPECIALTYEconomy Balance
SPECIALTYPermadeath Systems
SPECIALTYLevel Pacing
TOOLSMachinations · Miro · Notion
YEARS6 in Production
APPROACHPlaytest-First Design
SHIPPED3 Titles
GENRERoguelike / City Builder / RPG
PLAYTESTS40+ Sessions Documented
SPECIALTYEconomy Balance
SPECIALTYPermadeath Systems
SPECIALTYLevel Pacing
TOOLSMachinations · Miro · Notion
YEARS6 in Production
APPROACHPlaytest-First Design
CASE STUDY 01
SHIPPED
Roguelike RPG·Systems Lead·2023
↳ design brief

How do you make permadeath feel fair?

The player dies. Again. But this time it doesn't feel arbitrary — it feels earned. Designing that distinction required mapping every death state back to a player decision, not a random number.

Process Artifacts
death-state flowchartrng audit logplaytest heatmap v7
Decision Flowchart — excerpt
PLAYER ACTION
SYSTEM EVALUATION
LETHAL THRESHOLD?
MERCY WINDOW CHECK
OUTCOME STATE
Death Cluster Heatmap — Session 7
Low
High
100% — SHIPPED
Full breakdown locked — 8 more sections including paper prototype photos
UNLOCK →
CASE STUDY 02
IN PROGRESS
City Builder·Economy Designer·2024
↳ design brief

How do you stop players from breaking your economy?

Every player is a potential exploit engine. The moment a dominant strategy calcifies, the game is over. Designing an economy that breathes — that punishes hoarding without punishing planning.

Process Artifacts
resource flow diagraminflation curve modelexploit audit v3
Decision Flowchart — excerpt
PLAYER ACTION
SYSTEM EVALUATION
LETHAL THRESHOLD?
MERCY WINDOW CHECK
OUTCOME STATE
Death Cluster Heatmap — Session 7
Low
High
65% — ACTIVE
Full breakdown locked — 8 more sections including paper prototype photos
UNLOCK →
Waitlist

The full case studies drop Q3 2025.

Eight complete design breakdowns — from first sketch to post-launch patch. Every decision documented. Every failure annotated.

Just curious — notify me when it drops

No newsletter. No spam. One email when the portfolio drops.

WHAT YOU GET
Complete design problem → solution arcs
Paper prototype scans + iteration photos
Playtest session recordings (annotated)
Post-launch balance patch analysis