Mostly solo projects, mostly combat. Everything playable below runs right here in the
page. The itch.io pages are the source of truth if you would rather play there.
A combo-driven melee system built in Blueprints. Input buffering, animation
canceling and cancel windows, defensive options, buff and damage-over-time
systems, and telegraphed boss encounters.
The thing I care about here is feel. Frame data, startup and recovery, whether a
cancel window is generous enough to reward reading an opponent without letting
you mash. The video below is current progress, not a release.
01 · Combo string, grouped encounter02 · Boss telegraph03 · Cancel window logic in Blueprints
Playable
The Legend of the 5 Orbs
Engine · Construct 3
Team · Solo
Status · Complete
A top-down action RPG with four playable classes, each with its own combat
mechanics. Encounters are built so that a given fight wants a specific class
mechanic, which means switching classes changes how you read a room rather than
just changing your damage numbers.
I developed this live on stream while teaching. Students suggested designs and
submitted assets, and a good number of both made it into the finished game.
01 · Four classes, four combat kits02 · An encounter built around one mechanic03 · Student-submitted assets in place
Playable
Dash Slash
Engine · Construct 3
Team · Solo
Status · Complete, game jam entry
A 2D puzzle platformer made for a jam on the theme "A Different Type of
Combat." Every level is a self-contained puzzle rather than an execution test.
The pacing is the design work I am proudest of here. Each new rule gets
introduced in a level where it is the only thing you can do, and then the next
level asks you to use it under pressure. That is the same structure I use when
I write a lesson.
01 · A rule taught in isolation02 · The same rule under pressure
What I actually do
Combat and systems
Melee systems, character kit design, encounter and boss design. Input buffering,
animation canceling, cancel windows, armor, guard crush, okizeme, telegraphing,
buff and damage-over-time systems.
Frame data literacy
Startup, active, recovery, hitstun, blockstun, advantage. I can read a matchup and
say why an option is safe, and tune it so it stops being safe.
Engines
Unreal Engine 5 in Blueprints with C++ study in progress, Unity with C#, and
Construct 3 event sheets. Java background from earlier work.
Working with engineers
My C++ goal is confident code reading and informed collaboration, not writing
engine systems myself. I want to be the designer who can follow the conversation.