Senior Game Designer specialising in multiplayer PvP, combat systems, and 3C design — across mobile, PC, and VR. I lead cross-functional pods, ship fast, and iterate with data.
Every prototype teaches something a doc never could. I believe in shipping early, playing it honestly, and iterating without ego. Better by 1% every day beats perfect on paper every time.
The full stack of game design — concept to controller, every time.
PvP encounter feel — player controllers, hit feedback, weapon balance, and the rhythm of competitive play across PC and mobile.
Character, Camera, Controls — the holy trinity of game feel. Movement and interaction systems that feel instinctive from frame one.
Believable, challenging AI behaviours that teach without tutorialising and create memorable encounters.
End-to-end multiplayer design — social hubs, traversal, competitive loops, and shared player experiences.
Data-informed iteration post-launch. Analytics, telemetry, weekly updates, tuning economies for long-term retention.
C# scripting, visual scripting, Shadergraph, VFX Graph — bridging design intent and engineering reality in Unity and Unreal.
Leading 5-person cross-functional pods. Mentoring junior designers, aligning engineers, artists, and animators.
Multiplayer prototypes in under 72 hours. Game jam veteran with a bias for building over planning.
Early days, sealed lips, big dreams
Led a 5-person cross-functional pod from concept to live ops on 15+ shipped multiplayer titles — FPS, racing, sports, and party games. Owned core PvP gameplay: player controllers, movement mechanics, AI/NPC behaviours, and economy balancing.
Designed multiplayer hub and traversal systems — minimap, fast travel, avatar customisation. Led a team of 5 building a cross-platform social hub. Delivered weekly live ops and designed VR party game mechanics for award-winning phygital toy kits.