
Designing worlds.
Documenting everything.
// A process portfolio. Raw footage, margin sketches, and the decisions behind every mechanic.
Echoes of the Veil
← my first shipped title// Narrative RPG · 2023 · Solo dev · Itch.io · 4,200 downloads

// Character design iteration 12 of 19. The silhouette test was the breakthrough — players need to read intent from 32px sprites.
"The mechanic only worked when I stopped treating choice as consequence and started treating it as texture."
— design journal, week 8
dialogue tree v2 — the veil mechanic

TODO: revisit pacing in act 2
// players spend avg 4.2min in combat
// target was 2.8min — too punishing?
playtest note — session 6, Nov 2023


Project 02 / Prototype Reel
Meridian
// Procedural world-builder · 14 months · Unreleased
mechanics_notes.txt
function worldGen(seed: number) {
// biome weights shift based on player
// emotional state — anger = volcanic
return biomeMap.generate(seed, emotionVector)
}
This is the whole game, actually.
The world is the character sheet.

"I wanted the world to feel like it had been waiting for the player specifically."
— GDC talk draft, never deliveredSTATUS
Hollow Cartography
// Map-based puzzle game · 2024 · Game jam origin · 72hr prototype → 6mo expansion

Prototype footage / captured raw
"The map is the character."
design_brief.md / line 1
What if the act of mapping was the puzzle?

playtests.log
47
playtest sessions
iterations
312
tile variations tested
"I printed 200 copies of the jam build and left them at my local game store. They were gone in a week."
— postmortem notes, Jan 2024
// Full portfolio launches soon
Get early access.
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