Technical game design

Technical Game Designer

Gameplay systems, tools, balance, progression, prototyping, and playtesting.

I design systems, prototype them in Unity and C#, build iteration tools, and connect playtesting and gameplay data to design decisions.

Tools & iterationDungeon Wipe connects level-authoring tools, encounter systems, and a health-responsive potion system studied in published DDA research.
Team projectsFive public team projects span narrative design, programming, cultural game jams, puzzles and critical design.
ResearchMaster’s work examines League of Legends patch changes, gameplay data, balance, and player behaviour.

Flagship case study

Dungeon Wipe: tools, systems, and adaptive support

A systems case study connecting an editor workflow, combat roles, encounter pacing, scoring, and the health-responsive potion system used in published DDA research.

Selected projects

Exile: progression, pacing, and player decisions

Preparation choices in Exile shape village growth, upgrades, and the pressure of the following combat phase.

Team experience

Collaborative Projects

Narrative design, programming, cultural-game-jam, puzzle, and critical-game roles delivered through multidisciplinary teams.

The Choice cover art showing its central pixel-art character

The Choice

Three-person team projectReleased Windows build

A released time-loop interactive-fiction mystery built around observation, dialogue, emotional control, and clue-driven discovery.

Role
Narrative Designer
Built
Narrative Designer on a three-person released interactive-fiction project.
  • Unity
  • Narrative design
  • Interactive fiction
A Conquista cover with illustrated characters in front of Óbidos Castle

A Conquista

EPIC-WE Cultural Game Jam #04 · six-person teamReleased downloadable build

A released visual-novel adventure about infiltrating medieval Óbidos and opening the town gates, created by a six-person cultural game-jam team.

Role
Programmer · Credited as “Crafter”
Built
Programmer, publicly credited as “Crafter”, who implemented movement, dialogue, level boundaries, and event sequencing for the jam build.
  • Unity
  • Narrative design
  • Rapid prototyping
Click, Call, Chaos typographic project cover

Click, Call, Chaos

Team Project · Sole Programmer · three-person teamPlayable Windows prototype

A short satirical narrative simulation about organising a cultural event through emails, calls, taskboards, calendars, and public bureaucracy.

Role
Sole Programmer
Built
Sole Programmer on a three-person critical game, implementing all game code with visual assets and a script created by other team members.
  • Unity
  • C#
  • Interface-driven gameplay

Supporting projects

Mechanics analysis through a focused level study

The Prince of Persia level replica translates movement, timing, gates, hazards, and encounter pacing from a 2D reference into Unity.

Prince of Persia (1989) educational level replica showing the side-view 3D dungeon layout

Prince of Persia Level Replica

Solo Project · Educational ReplicaReleased Windows build · source available

A 3D recreation of the original first level focused on studying movement, pacing, gates, buttons, falling floors, and enemy encounters.

Role
Solo Programmer and Designer
Built
A mechanics-analysis exercise translating the movement, pacing, gates, buttons, and hazards of a 2D reference into 3D.
  • Unity 2021 LTS
  • C#
  • 3D level design

Research

Dynamic difficulty and data-informed balance

The ICEC 2024 publication is complete. The Master’s thesis on gameplay data and patch changes remains in progress.

Co-author · ICEC 2024 · Springer LNCS 15192 · pp. 323–330

Dungeon Wipe: Exploring Dynamic Difficulty Adjustment with Power-Up Mechanics

Research using Dungeon Wipe to examine power-up distribution as an indirect Dynamic Difficulty Adjustment approach.

Read publication (opens in a new tab)
Master’s thesis in progress · expected 2026

League of Legends patch-impact analysis

Ongoing analysis of gameplay data, patch changes, balance, player behaviour, and statistical methods for data-informed design decisions.

Technical toolkit

Technical Game Designer skills, grouped by use

Systems, implementation, testing, research, and team workflows used across the projects above.

Systems & mechanics

  • Gameplay loops
  • Progression
  • Economies
  • Combat roles
  • Difficulty settings
  • State-driven logic

Tools & implementation

  • Unity
  • C#
  • JSON workflows
  • Custom level tools
  • ScriptableObjects
  • Rapid prototyping

Balance & research

  • Dynamic Difficulty Adjustment
  • Gameplay data analysis
  • Patch analysis
  • Player behaviour
  • Playtesting

Collaboration

  • Git / GitHub
  • Jira
  • Miro
  • Scope management
  • Multidisciplinary teams
  • Game-jam delivery

Role-specific next step

Explore the case studies or download the matching CV.