Portfolio chapter
How I work
Design and technical case examples — from balancing tools and physics systems to complex gameplay that stays playable in motion.
Space map & economy balancing
Procedural map generation and heat maps for the economy.
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UGV movement simulation
Terrain vehicle-movement simulation.
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Physics-first play
Vehicles built to move, drift and break convincingly.
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Systems in motion
A factory and travelling base that work while moving through the world.
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Working with documents
Design documentation for clearer decisions.
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Character & unit movement
Inverse kinematics and procedural animation.
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Node-based behaviour design
A living party built to be fun to play and fun to watch.
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Real-time world materialisation
Low-poly world generation in real time.
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Hexagonal turn-based tactics
A 2024 tactics prototype built on a hexagonal grid.
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