CODEX · HALIFAX

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THE KEEPER’S STUDY · ABOUT

About Chris

How I think

Signal, not noise

I care about removing friction. When an experience takes three confusing steps, I usually start wondering how it could take one clear step instead.

BuildingThe Burning Rose — a high-fidelity 2.5D Metroidvania vertical slice in Unity 6.
LearningGame systems, Unity workflows, animation, and interaction design.
PlayingWhatever’s on after midnight—usually something atmospheric or systems-heavy. Swap this line anytime.
ExploringAI-assisted development workflows and polished interface interactions.
ImprovingSmall process habits that remove friction from how software gets designed and shipped.

Vertical slice · Unity 6

The Burning Rose

After hours, I’m designing a 2.5D Metroidvania called The Burning Rose. It has become a place to experiment with combat systems, progression, world design, and the kind of deliberate player experience I also value in software.

Systems

Combat loops, progression gates, and readable feedback.

World

Interconnected spaces and the pacing between discovery and challenge.

Craft

Animation, interaction timing, and the feel of each verb.

Scope

Vertical slice — not a full commercial release.

Focus

One cohesive area with combat, traversal, and progression.

Why

A long-running lab for systems thinking and player clarity.

  • Game systems after midnight

    Designing combat, progression, and world structure in The Burning Rose keeps systems thinking sharp outside client work.

  • Small-business websites

    Helping with a small business site is a reminder that clarity beats decoration when someone’s livelihood is on the page.

  • Mystery & science fiction

    Stories with hidden structure and careful reveals—useful reference for pacing interfaces and products.

  • How software feels

    Timing, feedback, and the last 10% of polish—the parts users notice without naming.