A fighter designed
to move.
His silhouette establishes the game's direction: sharp, mobile, and deliberately difficult to pin down.
Complexity in the systems. Clarity in the experience.
I design interactions, prototype systems and test what players actually feel. I work across world, combat and systems design, collaborating across disciplines to turn ideas into gameplay that holds up in play.
EXPLORE PROJECTS ↗His silhouette establishes the game's direction: sharp, mobile, and deliberately difficult to pin down.



Early traversal experiments established what felt worth keeping — and which parts of the original direction were slowing the game down.
Keep what moves well. Rebuild everything around it.
Movement-led combat built around precision, flow and feedback that stays readable at speed.
Test the movement. Adjust the timing. Return to play.

A movement-first identity, built around the protagonist's precision and silhouette.



We kept the responsiveness, reconsidered the scope, and rebuilt the game around movement as a combat verb.
Prototype elements were revisited and reassembled into a more deliberate design direction.