Folio/ process
Overhead view of a game designer's desk with hand-drawn character sheets, mechanical pencil mid-stroke, laptop screen showing Unity viewport, and a warm coffee mug casting shadows on paper
— Game Design Portfolio / Est. 2026

Designing worlds.

Documenting everything.

// A process portfolio. Raw footage, margin sketches, and the decisions behind every mechanic.

01 /
Process Portfolio

Echoes of the Veil

← my first shipped title

// Narrative RPG · 2023 · Solo dev · Itch.io · 4,200 downloads

Hand-drawn character design sheets for Echoes of the Veil showing character silhouettes and ability annotations in pencil on graph paper

// 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
Ballpoint pen flowchart on graph paper showing dialogue tree branching logic and emotional state variables for the Veil mechanic

dialogue tree v2 — the veil mechanic

Close-up of pencil marks and eraser dust on graph paper showing level layout sketches with room connections and encounter notes
level_01_dungeon.sketch / rev 7

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

Mechanical keyboard and worn notebook side by side on a wooden desk, showing the physical tools of the design process
the setup, day 1
02 /
Prototype Reel
Raw gameplay prototype footage showing a top-down procedural world with hand-drawn UI elements overlaid on Unity viewport

Project 02 / Prototype Reel

Meridian

// Procedural world-builder · 14 months · Unreleased

Paused

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.

Annotated screenshot of Meridian's Unity editor showing the procedural biome system with hand-drawn overlay arrows pointing to key systems

"I wanted the world to feel like it had been waiting for the player specifically."

— GDC talk draft, never delivered

STATUS

In active development
03 /
Artifact Archive

Hollow Cartography

// Map-based puzzle game · 2024 · Game jam origin · 72hr prototype → 6mo expansion

Raw prototype footage of Hollow Cartography captured off a monitor glow showing hand-drawn map tiles being procedurally assembled in real-time

Prototype footage / captured raw

"The map is the character."

design_brief.md / line 1

What if the act of mapping was the puzzle?

Close-up of graph paper with hand-drawn map tiles in ballpoint pen, showing the physical design process for Hollow Cartography's tile system

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
Physical printout of Hollow Cartography game board spread on a wooden table with dice and pencil annotations showing a completed puzzle session
physical prototype, Mar 2024
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