Pre-teen Game Concept
A mobile game concept for pre-teen+younger kids (8-12) and their parents.
Kid’s Game Feature
A feature concept for a kid’s game, My Talking Hank: Islands, combining gameplay and narrative design for the best experience.
F2P New Competitive Mode
A new mode for Pokémon TCG Pocket with all the reasoning behind all the decisions.
F2P LiveOps System, Flow and Balancing
Live Ops Design for a puzzle game, including the system behavior, ui, flow in Figma and balancing sheet.
Indie Platformer Design
A mechanic, an enemy and a level design that implements both for a recent indie platformer game, Neva.
Card Game Core Loop
This article explores how reworking the core loop of a card-battler revealed progression exploits and economic gaps. Through refined resource gating and mission-driven rewards, the redesign creates a fairer, more sustainable F2P economy.
RTS Balancing
A simple Real-time strategy game with only 4 possible unit types and limited to only 6 parameters each + a spreadsheet that simulates 1v1 battles.
Platformer GDD
GDD sample for a 2D platforming game with the theme “Pausing has consequences”
June’s Journey Memoirs Machinations
One of my first case studies for machinations.io where I deconstructed June’s JourneyMemoirs Live Ops system and added in-game drop chances to estimate the amount of packs dropped needed to complete a collection.
F2P Puzzle LiveOps
LiveOps machinations system study for a hypothetical live ops in Diamonds Diaries Saga.