Systems
Combat loops, progression gates, and readable feedback.
CODEX · HALIFAX
THE KEEPER’S STUDY · ABOUT
How I think
I care about removing friction. When an experience takes three confusing steps, I usually start wondering how it could take one clear step instead.
Vertical slice · Unity 6
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.
Combat loops, progression gates, and readable feedback.
Interconnected spaces and the pacing between discovery and challenge.
Animation, interaction timing, and the feel of each verb.
Vertical slice — not a full commercial release.
One cohesive area with combat, traversal, and progression.
A long-running lab for systems thinking and player clarity.
Designing combat, progression, and world structure in The Burning Rose keeps systems thinking sharp outside client work.
Helping with a small business site is a reminder that clarity beats decoration when someone’s livelihood is on the page.
Stories with hidden structure and careful reveals—useful reference for pacing interfaces and products.
Timing, feedback, and the last 10% of polish—the parts users notice without naming.