I help studios, brands, and teams shape game ideas from multiple angles: system and
feature design, development in Unity and interactive builds, and UX/UI that supports
the experience instead of getting in its way.
01PLAYABLE
Game Design
UX/UI for Games
Unity Development
Focus
Game design, development, and UX/UI shaped as one connected player experience.
Approach
Decisions tied to player behavior, production reality, and what the team can actually ship well.
Output
Systems, prototypes, implementation support, and interfaces that stay aligned with the design intent.
About
Designing for feel means designing for decisions, not just screens.
My work sits between concept, systems, implementation, and interface. I care about
how strong the core idea is, how well it survives production constraints, and whether
the final experience still feels clear, coherent, and worth staying in.
What I usually help with
Reframing game loops for broader or better-targeted audiences.
Designing or tightening systems, progression, and player-facing structure.
Building prototypes and development-ready flows in Unity or interactive web formats.
Improving onboarding, readability, and UX/UI when the experience needs more clarity.
What that means in practice
Stronger game logic before production starts getting expensive.
Cleaner prioritization between gameplay, development scope, UI, and monetization.
Faster iteration because ideas become playable and testable earlier.
A more coherent product where systems, build, and presentation support the same direction.
Services
Support built for projects that need design thinking, production sense, and hands-on execution.
I can plug into an existing team, help shape a feature from zero, or tighten an
experience that already has a strong core but needs better framing.
01
Unity & Interactive Development
Prototypes, feature support, gameplay implementation, and development-minded outputs
for Unity projects and interactive builds that need to move from idea to something playable.
Playable prototypes and feature implementation
Unity support across gameplay and interaction layers
Development-ready thinking during design decisions
02
Game Design & Systems
Mechanics, progression, feature framing, and loop structure designed around audience
behavior, product goals, and what the team can realistically ship well.
Loop shaping and retention framing
Feature prioritization
Progression, pacing, and monetization logic
03
UX/UI for Games
Interface, information hierarchy, interaction flows, and player-facing clarity for
games that need the UX/UI layer to support the loop instead of competing with it.
Onboarding and early-session flow
HUD, menus, and system readability
Interaction patterns and wireframes
Selected Work
Different formats, same standard: easier to enter, stronger to stay in.
Development
Unity support and playable implementation
Interactive builds, prototype logic, and production-minded development that keeps ideas moving.
Game Design
Systems, progression, and feature framing
Loop shaping and product logic built to make the core experience stronger and easier to scale.
UX/UI
Clarity, onboarding, and interface direction
Player-facing flows and readable interfaces that support the game instead of slowing it down.
Featured Case Study
Aiming without breaking stealth in Shadow Strike.
A gameplay design breakdown about solving aiming ambiguity in a 3D stealth game
without losing the tactical overview, slower rhythm, or infiltration fantasy.
Gameplay UX applied to spatial ambiguity in 3D.
Camera design used as part of the solution, not just presentation.