Senior Gameplay Designer
Combat Design
I design combat as part of a larger player experience—connecting character mechanics, movement, enemy behavior, encounter pacing, narrative context, and feedback to create readable decisions and memorable moments.
With 9+ years of experience across AAA, AA, and indie games, I combine gameplay design with technical expertise to carry features from concept and prototyping through implementation, tuning, and cross-disciplinary polish.
Shipped Titles: Chrono Gear: Warden of · Time Poppy · Playtime Ch 4 · Boneworks · Firewall Ultra
Design Principles
Readable Decision Making
Mastery Through Expression
Combat with Purpose
Featured Combat Work
[Mark of Sacrifice]
Creating the core combat mechanics for Guts.
Focus
Character Kit • Attack Trees • Combat Movement
🎯 Design Challenge
Design the bread and butter combinations of the protagonist Guts.
🛠 Key Design Decisions
Made all light attacks except for the finishers be cancelable to create a fast pace and responsive character.
Designed arm cannon to be a utility tool that can also cancel attacks while dealing damage and dodging.
All attacks are made to use the weight of the great sword to redirect the momentum of the player.
⭐ Player Experience
Players play a deceptively fast character that uses the shift in his momentum to deal devastatingly powerful attacks.
🏷 Skills Demonstrated
Character Design • Combat Design • Combat Pacing • Character Kit
[Souls-like Combat]
Recreating the core combat mechanics in a Souls game.
Focus
Combat Gameplay • AI Enemies • Combat UI
🎯 Design Challenge
Recreate the core mechanics in a Souls-like game.
🛠 Key Design Decisions
Worked to create a modular and Scalable.
Decoupled Attack logic from Characters.
Animations are modular depending on the weapon.
⭐ Player Experience
Players can move around and have the basic UI and combat mechanics of a Souls-like: light, heavy, charged, and jump attacks. While having the freedom to use different weapons and getting different damage stats and animations.
🏷 Skills Demonstrated
Combat Customization • Combat Design • Player Agency • Mob Enemy Design
[Poppy Playtime Ch 4]
Rewarding Player Mastery Through Interactive Cinematic Gameplay
Focus
Narrative Combat • Interactive Cinematics • Player Reward
🎯 Design Challenge
Deliver a cinematic conclusion that rewarded player mastery while reinforcing the emotional payoff of the story's final confrontation.
🛠 Key Design Decisions
Removed scanners from Doey's spawn location to preserve the surprise reveal.
Required players to apply mechanics they had learned throughout the game to defeat the boss.
Transitioned seamlessly from gameplay into a scripted cinematic to maintain immersion and narrative momentum.
⭐ Player Experience
The final victory feels personal because players actively participate in the climax instead of simply watching it unfold.
🏷 Skills Demonstrated
Interactive Cinematics • Narrative Encounter Design • Cross Disciplinary Leadership • Boss Encounter Design • Gameplay Storytelling

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